About the Game
Strategic Command WWII: World At War is your chance to re-fight the 20th century’s greatest conflict, from Poland to China, Normandy to the Pacific, on a map encompassing the globe.
Building on the success of Strategic Command WWII: War in Europe, this new turn based game will provide even more opportunities to try out different strategies, maximising re-playability to the utmost!
Can Germany, Italy and Japan triumph and construct their new world order, or will triumph turn to disaster as the rest of the world mobilizes to meet force with force?
This is your opportunity to take command and change history!
Features
- New Features! From limited naval repairs to Kamikazes.
- Take command of the Axis or Allies, and re-fight the whole of WWII!
- Let the computer take control of some of your allies so you can concentrate on your favorite theaters.
- Play on a top-down hex based map spanning the entire globe.
- In addition to the Grand Campaign starting in 1939, Strategic Command WWII: World At War also includes shorter scenarios.
- A realistic Fog of War simulates the historical atmosphere where you have to make decisions with only partial knowledge of your opponent's intentions and dispositions.
- Play with a choice of 3-D unit graphics, or NATO countersif you prefer a more traditional wargaming experience
- Research and upgrade your unitswith a unique level of choices! Infantry Weapons, Rockets, Anti-Submarine Warfare, Amphibious Warfare, and more!
- Use Diplomacy to win over new allies and use your intelligence to undermine the enemy!
- Contains a large number of strategic level Decision Events for you to choose your path to victory.
- Very easy to use Editor to make your own “what-if” scenarios or create new maps and campaigns from scratch. Modders will be glad to know that this game can have 10 Major powers.
- As a result we have a very active modding community who share their developments with other players, whether it be changing the look of the map or designing new campaigns, even covering conflicts in other time periods, there is a lot there!
Screenshots
16 images
Version Information
Steam Patch Notes
Official update history
Hi everyone,
we've just released a new update for the game, here is the changelog:
v1.21.01
GAME ENGINE
- Fixed an AP reduction error when a unit is surprised during movement (Dudeman)
- Fixed an Artillery return fire error (gamerdude).
- Fixed a UNIT script error that would not deploy naval units when a country joins/enters the war (Lothos).
- Fixed a naval unit swapping error (havoc1371).
1939 campaigns
- An Axis declaration of war on the UK now increases US mobilization by 20-30% rather than 10-15% (petedalby; Umeu).
Hi everyone,
we've just released a new update for the game, with a lot of balancing tweaks and bug fixes, here is the changelog:
v1.21.00
GAME ENGINE
- Fixed an available resolutions display error in the SETTINGS screen.
- Fixed a sleep tool CTD when combined with selecting next/previous units (John C).
- Fixed a unit supply value error for when supply sources are > 12.
- Fixed a naval zone of control display error (CptOdin).
- Fixed a TERRITORY event CTD when the RECIPIENT_ID had previously armisticed surrendered (budd).
- Fixed a Carrier attack error when Carriers are set to 100% land attack loss evasion, e.g. they would sometimes still get attacked by defending Anti-Air units.
- Fixed an Artillery error that allowed counter battery fire to fire through neutral territory (Hogart Time).
- Fixed an Artillery movement error that would reduce shells to zero if out of range of enemy units (ArcturusRising).
- Fixed an AI error that did not include Amphibious Warfare research upgrades applicable to minors for increased amphibious transport builds (El Condoro).
- Fixed a swap unit error that did not properly update control of a hex when that hex is occupied.
- PBEM++ Lobby will have its Tournament button shown in Green when there are turns to be played, and in Red when your opponent must play out their turns first.
- Improved AI naval combat logic, e.g. improved FLEET and combat movements and the prioritizations of attacks on enemy Carriers where applicable.
- Optimized the display of the supply values map for improved scrolling speed (TheGameSquid).
- Enhanced PBEM security (mdswift; gamerdude).
EDITOR
- Optimized campaign text loading.
All campaigns
- Corrected Lusaka's resource name from Salisbury (Grizzly Bear).
- Malaya is now in the Japanese rather than German sphere of influence (twisted metal).
1939 campaigns
- Blocked Japanese diplomacy and declarations of war from being able to target British Somaliland, Egypt, Kenya, Rhodesia, South Africa, Sudan, Transjordan (Cpuncher).
- Brought forward slightly the deployment of the Hotspur at Madras (Mandragoron).
- Updated the section in the Strategy Guides concerning the Eastern Pan American script effects (ArcturusRising).
Here is the full changelog:
GAME ENGINE
- Fixed a disappearing AI unit under rare circumstances (Lothos).
- Fixed an introduced transport issue that did not allow land units to transport when adjacent a 'frozen' port that was not convered in ice.
- Fixed a MOBILIZATION_4_EVENT error that did not properly structure a DECISION like event that other events could link to (Lothos).
- Fixed an issue for AI ai units where they could incorrectly fly over NEUTRAL territory to otherwise strike 'unreachable' target hexes (Lothos).
- Fixed a TERRITORY event crash error for when COUNTRY_ID= 0 (Lothos).
- Added a new 'windowed mode' in the SETTINGS screen which will allow players to play the game in a moveable window on their desktop.
Here is the full changelog:
GAME ENGINE
- Fixed an upgrade tool error that would sometimes allow you to upgrade resources beyond available MPPs (Jkap).
- Fixed a unit movement error that did not fully update territorial control.
All Campaigns
- Coastal Guns' Naval Defense value increased from zero to one (Mithrilotter).
Here is the full changelog:
GAME ENGINE
- Fixed an issue with HQ attachments and the associated HQ ratings and experiences that could be lost under rare circumstances (Chernobyl).
- Fixed a FREE UNIT error that led to unattackable units if they formed on surrendered and occupied territory and assigned to a Major that was not yet fully mobilized and belligerent (klschult).
- Fixed an error that did not have AI controlled Minors properly upgrade when they could (Elessar2).
- Fixed an issue where subs that dove after an air unit attack did not always remain hidden (Mithrilotter).
- Fixed a National Morale bars drawing error when new Majors are created via a SURRENDER event (Lothos).
- Fixed a sub unit error that allowed you to regain full AP when setting the mode to Hunt after a swap (Soulcollector).
- Fixed a sub unit error that allowed you to regain full AP when setting the mode to Hunt after an attack (Spitfireca).
- Fixed a rare PBEM++ crash error (DethMorgaw).
- Fixed a Research Costs Refund error for games that have RESEARCH disabled (Beriand).
- Fixed a controlled movement error that would lead to a CTD when attempting to move over top of a sub that is hidden under a fully visible sea hex (Mithrilotter).
- Fixed an AI sub raiding error that had subs navigate towards active enemy convoy lines where they are not yet belligerent with the recipient nation (Lothos).
- Fixed an error that would incorrectly reveal silent subs during any type of replay under FoW if they have not yet been spotted (OldCrowBalthazor).
- Fixed an error where disabled resource upgrades were still able to upgrade (Lothos).
- Fixed an automatic preparation for war error that would lead to a CTD under rare circumstances (Yvan1326).
- Fixed a Special Forces amphibious embarkation issue that now has SF focus on available ports and adjacent hexes next to ports before other available embarkation hexes (kjgokc2007, petedalby).
- Fixed a CTD that may occur when using either the sleep, upgrade or reinforce tool and then clicking the prev/next unit buttons (Surt).
- Fixed an AI Transport error that would have AI transports at less than 50% strength possibly embark and then immediately return to port (Lothos).
- Fixed a rare pathfinding error that led to an in game freeze (Von Hugo).
- Fixed an AI turn sub diving error that did not properly hide player control subs from the AI after a dive (Mithrilotter).
- Fixed an issue where towns would sometimes change control, despite not entering or formally gaining control of the town, after being attacked by a unit that moved first before attacking (Chernobyl).
- Rebasing an air unit lowers its spotting range in half, and rebased air units can no longer swap with an adjacent unit (Elessar2, Duedman).
- Air units in fog/rain, snow or sandstorm weather will now have their spotting range reduced to 1 hex (Lothos).
- Air units that attack a unit in fog/rain, snow or sandstorm weather will no longer de-entrench.
- Pathfinding routine optimized with a 3X improvement for some of the worst long distance A to B pathfinding cases.
- Coastal Guns will now fire back at attacking naval units (archmache).
- Defender units that are destroyed before they can retreat will now output a 'Shattered' message to better indicate halved losses for the attacker (Taxman66).
- AI subs will now lock in to Hunt mode if the Fleet script is set to 'Naval Cruise' (Lothos).
- AI OFFENSIVE 'build up plans' will not automatically trigger versus a minor nation that is mobilized, unless the country owner of the OFFENSIVE plan is already at war with the parent of the minor target (Lothos).
- AI subs will no longer try and target land based convoys (Chernobyl).
- The automatic unit morale increase/decrease mechanism for friendly and enemy units upon a country surrender is now halved when more than 15% of the campaign has been played, e.g. the default impact will typically remain within the first year of the campaign.
EDITOR
- Placing a < symbol at the end of the #MAP_POSITION in STRENGTH scripts will allow for targeted units to be destroyed.
- Units set to a default of zero action points in the Editor can no longer transport.
- Enemy ZoC movement penalty values can now be separately set for land and naval units in the Movement Costs screen.
1939 Campaigns
- Soviet Winter can now lead to the loss of Axis units if they are at low strength.
- The Soviet XXX Corps near Vladivostok now starts with 0.5 experience.
- Increased the trigger to 100% for the Unit scripts deploying Soviet Corps in Rostov and Stalingrad when they enter the war (Feinder).
- Increased the #TRIGGER= from 50 to 100% in Decision 104 for the UK to support a pro-Allied coup in Yugoslavia (EarlyDoors).
- The USSR now receives an AA unit via the Production Queue in July 1940.
- Changed the Mobilization_2 script Finland Declares War On The USSR so that the trigger for the Polotsk area will only fire if the Axis unit is in Polotsk, rather than near it.
- Corrected the CONDITION_POSITION in the Surrender_2 script DE 602 - French Somaliland Accepts The Armistice so that it fires now if there is NOT an Allied unit in Djibouti, whereas previously it fired if there was one (Moonchild).
- Chinese Xue HQ’s starting entrenchment increased from 0 to 2, and experience from 0.5 to 1.
- Reduced the effect on US mobilization of Axis forces being within 3 hexes of Yenan, or within 2 hexes of Sian, Kweichow, Lanchow, or Chungking from 8-15% to 5-10% (Chernobyl).
- Added a mention of Kweichow to the Pop Up relating to the Communists in Yenan (Moonchild).
- The presence of multiple Axis units within the Pan American Zone can now trigger a significantly faster US mobilization (HarrySmith).
- The presence of an Italian naval unit within 10-12 hexes of the port of Southampton while Italy is neutral can now trigger the US mobilizing by 2-5% per turn (HarrySmith).
- The placing of US units on Guam while the US is neutral will now swing the US 2-5% towards the Axis per turn (OldCrowBalthazor).
- The placing of US units on Wake while the US is neutral will now swing the US 2-5% towards the Axis per turn (OldCrowBalthazor).
- Added a Variable Condition to the US AI Unit script that deploys a unit on Wake, to ensure it only does so once the US has fully mobilized.
- 6 and 10 hexes of Warsaw will now show on the map when relevant. Note that this does not take into account other political actions, e.g. the entrance of Axis Minors into the war, the independence or otherwise of the Baltic States, or whether or not Poland has been divided between Germany and the USSR (taffjones).
- Reduced the impact on US and USSR Mobilization of an Axis declaration of war on Belgium and the Netherlands from 2-4 and 3-6% respectively, to 1-4% in both cases (Chernobyl).
- Japan now receives a Maritime Bomber rather than a Strategic Bomber in its Production Queue in March 1941 (Chernobyl).
- Added a Strength script penalising Polish unit morale against the Axis AI at Intermediate and above (Mithrilotter).
- DE 601 will now trigger the deployment of a German Garrison unit in Copenhagen (OxfordGuy3).
- POP UP images relating to Axis units near Warsaw now appear from January rather than February 1940 (Michael Kollmann).
- Increased the chance of the Soviet AI investing in Anti-Aircraft Defense research (Michael Kollmann).
- RESOURCE scripts amended so that US income pre-entry and immediately after war entry will be slightly less, while Soviet income after transferring industry to the Urals will be slightly more. To effect this a new mine has been added to the map at 148,33.
- Deployment of Siberian forces amended so if Japan bombs Tulun it will not prevent the transfer of most of these units to the west (petedalby; Bavre).
- If Japan declares war on South Africa then the USA will now swing 20-25% towards the Allies (kjgokc2007).
- New National Morale scripts added for when Soviet Morale Improves As The War On The Eastern Front Continues. There is now a 2,500 point bonus on the 1st January 1942, along with an additional 1,500 for each of the following that are in Soviet hands: Leningrad, Stalingrad, Baku, Moscow. On the 1st January 1943 the base bonus remains at 7,500 points, with an additional 2,500 for each of the aforementioned locations that remain in Soviet hands. Note that these new scripts only apply to PBEM games and to the Allied AI (Chernobyl).
- Increased the chance of the USSR researching Anti-Aircraft Defense (Mithrilotter).
- Reduced the chance slightly of China researching Anti-Aircraft Defense (Mithrilotter).
- Amended the date when the UK should research Armored Warfare (Mithrilotter).
- India now has a chance of researching Mobility and Armored Warfare (Mithrilotter).
- An Allied Declaration of War on the Solomons, Philippines, Hong Kong, Brunei, Burma, Malaya, Sarawak will now all have a greater negative impact on US mobilization (oldAHgamer).
1942 Campaigns
- Added the Mobilization_3 script DE 617 - Turkey Swings Towards The Axis so that if Germany says no to DE 617 then Turkey will move towards the Axis (Silvercourage).
- New National Morale scripts added for when Soviet Morale Improves As The War On The Eastern Front Continues, so that on the 1st January 1943 the base bonus remains at 7,500 points, with an additional 2,500 for each of the aforementioned locations that remain in Soviet hands (Chernobyl).
- Amended the German AI’s Research priorities slightly (Mithrilotter).
- China now starts with a chit invested in Aerial Warfare (Mithrilotter).
- Swapped the Japanese Corps in Tientsin with the Garrison in Peking (Mithrilotter).
1943 Campaigns
- China now starts with Aerial Warfare level 1 (Mithrilotter).
- Swapped the Japanese Corps in Tientsin with the Garrison in Peking (Mithrilotter).
Here is the full changelog:
GAME ENGINE
- Fixed a FoW unit reveal error when a hidden enemy unit is adjacent to a Land + Sea hex (BPINisBACK).
- Fixed an end of turn port control determination error for when adjacent enemy units are present, now it correctly only checks for adjacent enemy resources (boudi).
- Fixed a strike range estimated combat losses error that would show estimated losses for targets that could not be attacked due to poor weather effects (Mithrilotter).
- Fixed a neutral Major AI TRANSPORT script issue when attempting to transport to a friendly minor that is also active but not yet in the war, e.g. Italy to Libya (Lothos).
- Fixed a PURCHASE UNITS screen partial text display error (gwgardner).
- Fixed a rare PBEM++ save turn error (hansondavid4)
- Fixed an intelligence spotting report location information error for naval units when in spotted in port (Armuss).
- Fixed a reverse order bug for the cumulative summaries screen accessed via the 'L' hotkey (gwgardner).
- Fixed a bug that had could have Long Range Transports unload with supply = 11 (Bill Runacre).
- Fixed an HQ attachment range highlight error that did not properly reach all proper in range positions (LoneRunner).
- Fixed a FoW reveal error for enemy naval units hidden on neutral Major coastlines (Bavre).
- Windows scaling is now detected and reported in the SETTINGS screen, and listed resolutions will be relative to the current scaling setting as well.
- Subs can now dive up to 4 hexes away if applicable (Elesar2).
- AI Subs in Silent mode will no longer naval cruise (Lothos).
- Penalties/Bonuses will now check resources before terrain if a unit is on a terrain and resource hex (OxfordGuy3).
- Air units can now recon and attack in bad weather, all attacks in bad weather will be at 50% effectiveness.
- Special Forces can now amphibiously transport at damaged ports that are less than strength 5 (Mithrilotter).
- Subs that are at strength = 1, and then dive and lose a strength point and are subsequently lost, will now be properly reported as lost in the LOSSES screen (mdsmall).
- Map will now center of the Capital of any country that is preparing for war, or if they have entered the war.
- Maxed out research categories will now have any remaining research chits automatically reclaimed and MPP funds returned at 50% to the player.
- Mouse hovering over major rives now shows a +1 movement penalty in the Operational information panel (Professor Von-Wulfen).
EDITOR
- Fixed an issue that did not allow some AI scripts to use any #GOAL_POSITION with an x value = 0 (Lothos).
- #LENGTH definition added to Templates\AI\guard.txt file (rmelvin).
- #CONDITION_POSITION < > function now detailed in Templates\Events\unit.txt file (rmelvin).
- #DESTINATION_RESOURCE definition added to Templates\AI\purchase.txt (rmelvin).
All Campaigns
- Subs now have zero supply loss when attacked (Elessar2).
- All types of Cruiser now only gain defensive bonuses from ASW (mdsmall).
- Light Cruiser build times reduced to 8 months (Mithrilotter).
- Increased Germany’s Rocket Build Limit to 3 (ElvisJJonesRambo).
- All AI Kamikaze deployment points now have at least one alternative deployment location (Mithrilotter).
- Added Fortifications to the two hexes NW of Vladivostok (Chernobyl).
- Changed the Production Delay from Turns to Months (ziploc).
- Turkey is now a Soviet rather than UK Minor (BigJohn)
- North Sea hexes 89,25 and 90,25 are now neutral (CaesarAug).
- Map text saying Kalininsk at hex 122,20 removed (Mithrilotter).
- Reduced the chance of Mud in summer in Weather Zone 63 (Vietnam Monsoon) from 70 to 55% (EarlyDoors).
- The Japanese Home Guard in Tokyo & Osaka will now deploy should Okinawa or Iwo Jima be invaded (LoneRunner).
- Infantry Weapons and Heavy Tanks research now provides a 0.5 increase in attack and defense values against Transports (HamburgerMeat).
- Soviet Shock Armies can now upgrade with 1 level of mobility (petedalby).
- DE 319 Transfer Supplies to the USSR through Persia now requires the hexes between Bushehr and Baku to be in Allied hands, rather than Baku (jackmck).
- The Spanish Republican resistance can now provide intelligence to S.O.E. on an Axis build up in Spain from January 1943 rather than 1944 (wobbleguts).
- Added an extra Japanese AI Fortification script in Japan (Mithrilotter).
- Added a Japanese AI Engineer script at Jehol from Jan 1942 at Veteran setting (Mithrilotter).
- Zurich added as a Swiss alternate capital (Checksum).
- Dummy DE 164 added to trigger National Morale scripts boosting British Morale for the liberation of London, with it linked to the National Morale script (OldCrowBalthazor).
- The National Morale script USSR - Soviet Morale Improves As The War On The Eastern Front Continues (Continuous) now provides 150 rather than 100 points per turn (BigJohn).
- The National Morale scripts USSR - Soviet Morale Improves As The War On The Eastern Front Continues now require Sverdlovsk rather than Moscow to be in Allied hands to fire (BigJohn):
- Increased the boost to US National Morale when Germany surrenders from 5,000 to 10,000 points (EarlyDoors).
- Transport Build Limits in the Strategy Guides now have a key and an explanation as to which tech increases them (firsteds).
- Updated the script headers to better explain the #AI= Values range settings (Lothos).
- National Morale script templates updated to say #COUNTRY_ID= Country ID associated with this event (this is the country that will either benefit or be penalized by the script) (redrum68).
- Updated the Guard script headers relating to the first #FRIENDLY_POSITION (Lothos).
- Added several Japanese GUARD scripts for Kendari, Kuching and Dili (Mithrilotter).
- If Spain joins the Axis, Axis forces should now garrison La Coruña and Burgos (Mithrilotter).
1939 Campaigns
- Pop Up and Mobilization_2 script added so that Amphibious Transports belonging to any Allied country, or naval units belonging to the UK, Canada, Australia, New Zealand, Dutch East Indies, France, South Africa, Malaya or India within 21 hexes of Yokohama (213,58) or Tainan (197,69) will swing the US by 8-15% away from the Allies every turn that this condition is met (Scott Martin; Elessar2).
- If DE 104 cannot fire because London is in Axis hands at the time, Yugoslavia will now automatically join the Axis providing it has a pro-Axis leaning. To make this work, DE 104 has been changed to TYPE= 3 (NinjaBushido).
- Reduced the Morale Boosts and Penalties of surrenders on land and air units from 15-25% to 10-20%.
- Introduced a National Morale boost to Italy in the face of Allied aggression early in the war.
- The US tank unit that deploys on Samoa now has 3 alternative deployment locations (calcwerc).
- Condition Position for the Spanish Blue Division changed so it now just requires a German unit to be within 2 hexes of Riga (El_Condoro;Jkap).
- The Condition Position checks requiring there to be no Allied units in northern France have been removed from DE 624, DE 673, DE 680 and DE 681 relating to the deployment of Coastal Guns on the Atlantic Wall (Taifun).
- Corrected a Mobilization_1 script that mentioned Tunisia but was really for Iraq.
- Mobilization_1 scripts added for Algeria, Syria, and Vichy France to react to an Allied declaration of war on Tunisia (Mithrilotter).
- Removed the Condition Positions for DE 406 for the USSR to decide if it wants to invade Poland (BigJohn).
- Added a check for Saint Nazaire to be in Axis hands when the British are presented with DE 115 to prepare Operation Chariot (Herzog Sieg; Duedman).
- Added a Territory script fired by DE 610 for Penang Port 175,80 to transfer to Germany (petedalby).
- Amended a German AI Guard script to increase the chance of Bordeaux being garrisoned (Mithrilotter).
- Increase the chance of China investing in AA (Mithrilotter).
- The USA may now invest in Advanced Subs in 1941 and 1942 (Mithrilotter).
- Mobilization_1 scripts added to swing the US and Vichy France by 15-20% towards the Axis if the Allies declare war on Indo-China (petedalby).
- Mobilization_1 script amended so that the penalty of an Allied declaration of war on Japan has been increased from an 8-15% swing towards the Axis to a 25-40% swing. It will also trigger a 12-25% swing of the USSR towards the Axis (LoneRunner; Chernobyl; petedalby).
- Increased the penalty to India and the UK in the Mobilization_4 scripts of Allied declarations of war against New Guinea, the Solomons and Sarawak from 1,000 National Morale points to 2,500 (Marcinos1985).
- An Axis declaration of war on the USA will now trigger a reduction in the unit morale of Allied units on Guam and Wake Island (ArcturusRising; firsteds; Tanaka; OneShoe).
- The Operation Countenance Decision will now also be presented if Persia is pro-Allied, as previously it only fired if Persia was neutral but pro-Axis (BigJohn).
- A note has been added to the Strategy Guide to mention that if Axis forces advance to within 1 hex of Sevastopol, Turkey has a 50% chance of swinging 10-20% towards the Axis (firsteds; ElvisJJonesRambo).
- Removed AVG “Flying Tigers” from China’s Fighter names as it arrives by script (Mithrilotter).
1939 & 1942 Campaigns
- #FLAG_ID= corrected in the Allied AI Guadalcanal Strength script.
- DE 682 added to ensure that DE 355 can only trigger pro-Allied Vichy Partisans on the Vercors Massif, "Massif central" and Corsica (Yvan1326).
- The Mobilization_2 scripts for Vichy France and Madagascar to join the Allies when France has been liberated now requires there to be no Axis units within 3 rather than 4 hexes of Paris to fire (Mithrilotter).
- US AI will now attempt to capture Oran if the Algerian capital has moved there based on prior events after the Torch landings (Mithrilotter).
1942 Axis High Tide Campaign
- #1275= Von Vietinghoff added to the German, French and Spanish unit text files (Fafnir).
1942 Campaigns
- Mobilization_1 scripts added for Algeria and Vichy France to react to an Allied declaration of war on Tunisia (Mithrilotter).
1942 & 1943 Campaigns
- Duplicated Japanese HQ names removed from the map and replaced with other HQs (Mithrilotter).
1943 Campaigns
- Removed Cairo from the Axis Decisive Victory Condition, and replaced Delhi with Calcutta and Canberra with Batavia (Mithrilotter).
Check out the full changelog:
v1.14.00 Changes
GAME ENGINE
- Fixed an issue where PBEM++ Tournament scores were not preserved when saving progress mid turn. Scores would then only re-appear after ending the turn (Ajunta Pall).
- Fixed a UNIT production queue placement issue for the AI that would sometimes place an HQ adjacent to enemy units when better alternative positions were available (Josef Steppan)
- Fixed a controlled movement error where the unit would not move the full range of hexes in some cases (Laurenz)
- Fixed a controlled movement error where the unit would move its full range of hexes but not record any action point cost (Laurenz)
- Fixed another retreat error that did not have units retreat as optimally away from enemy units as they should (havoc1371)
- Fixed a rare (usually a first turn issue but only if the script exists) combat error where any AI units that moved into place via GUARD scripts did not record that they had 'moved', providing a blitz attack bonus for these units (Illbeard)
- Fixed a combat NM calcuation error for when a defending unit is attacked in port, the attacker no longer loses NM when the attacker does not suffer a strength point loss (Checksumchecks)
- Fixed a Production Lost error for when a country surrenders and moves its Government to a new country
- Fixed a Research log error that did not properly display the research advancements and progression of your side under Fog of War
- Fixed a 'shattered' from combat calculation error that did not update HQ experience, National Morale and MPPs graphs values (Checksumchecks)
- AI Medium Bombers will now attack in a sequence prior to AI Tactical Bombers (SittingDuck).
EDITOR
- Fixed an issue where Minor nations could not be set for DECISION event COUNTRY_ID values as it would throw an incorrect script compilation error (SittingDuck).
- Fixed an error when reorganizing Major Country IDs that did not properly update any applicably affected transport units (The Land)
- Fixed an error when reorganizing Major Country IDs that resulted in a CTD when shifting a major to the minor list (The Land)
All Campaigns
- Fixed the sea hexes 267,97, 267,98, 266,98, 266,97, 265,99, 264,100 & 265,100 in the Pacific that were incorrectly assigned to France (Jon Greenwood).
- Mention of Granada changed to Murcia relating to DE 316 in the Strategy Guides (KlasE).
1939 Campaigns
- Corrected the condition position for the Axis AI unit scripts for the Afrika Korps (sschnar1).
- Fortification added at 191,62 immediately NE of Changsha (Chernobyl; Marcinos1985; Old Crow Balthazor).
- The presence of an Axis unit within 2 hexes of Kweichow can now increase US and Indian mobiliation (Marcinos1985; hansondavid44).
- Communist China entering the war on the Allied side will now boost China's National Morale by 1,500 points in the expectation that they will assist in the fight against Japan.
- The USA joining the Allies will now increase China's National Morale by 3,000 points.
- Japan now receives the Mogami Heavy Cruiser in its Production Queue on the 1st December 1940 (Chernobyl).
- Increased the chance of the Chinese AI researching Infantry Warfare (Jackmck).
- Declarations of war by the Allies will now move the USA by 3-5% towards the Axis. This is in addition to any penalty for declaring war on a specific country (ralaric).
- Changes imported from WWII: War in Europe to increase France's starting strength while reducing her early war income slightly (redrum68; Marcinos1985). Details are as follows:
- France's starting MPPs increased from 75 to 90.
- French 3rd Army at Metz and 9th Army at 92,41 increased in strength from 5 to 8, 1st Army at 90,40 increased in strength from 5 to 6, and Reserve Corps at Paris increased in strength from 5 to 7. This is the equivalent of 100 MPPs worth of reinforcements.
- Resource scripts added for Algiers; Rabat; Fez, Tunis, Bordeaux, Marseille, Brest and Perpignan so that they start the war at zero strength, increasing by 1 per Allied turn.
- Strategy Guides now include a table showing the % chance of units fighting on from exile, just search for Free Units (AceRimmer).
Check out the full changelog:
GAME ENGINE Changes
GAME ENGINE
- Fixed an issue where active convoy calculations were performed prior to resource strength calculations, which could incorrectly result in some convoys showing as invalid, due to a weakened port, prior to the final resource strength updates (Mithilotter).
- Fixed an issue where renaming your HQ in the PURCHASE screen would not remove the originally named HQ from the list (ArcturusRising).
- Fixed an issue where a SURRENDER_2 event would incorrectly remove a friendly unit relative to the event recipient ID when located in the capital (petedalby).
- Removed the GDI+ installed check at runtime.
EDITOR
- Frozen weather zone data for Sea Effects can now be amended (no longer locked in) for Winter and Late Winter settings.
All Campaigns
- Made Strasbourg a Fortified Town and Dijon a city, in order to make the former more defensible, the latter compensating France for its lost income (hansondavid4).
- Mannheim is now a Fortified Town so that the West Wall is complete along the French border.
- Davao in the Philippines is now an Industrial Center so that any new Filipino units can be deployed there if Manila is under siege (ArcturusRising).
- Script templates and headers amended to correctly reflect that Belgium is #COUNTRY_ID 10 and Madagascar is 11 (PBB).
- There will no longer be Sea Ice in the Antarctic in January (Neutron).
- A note explaining why the Axis can pass through the Strait of Gibraltar when Gibraltar is in Allied hands, whereas the Allies cannot if Gibraltar is in Axis hands has been added to the Strategy Guides (DavidDailey).
1939 Campaign
- Belligerence setting for France to be at war with Japan now requires the US to be at 100% mobilization (firsteds).
- A Japanese landing in Africa will trigger a Mobilization_2 script moving the US 10-25% towards the Allies (havoc1371; Elessar2).
- A Japanese landing in the Middle East will trigger a Mobilization_2 script moving the US 10-25% towards the Allies (boudi).
- Fixed the first of the Surrender_2 scripts entitled #NAME= DE 626 - UK Invades Iraq In Response To Pro-Axis Coup (Variable) so that it is linked to DE 671 rather than DE 672.
1939 Race to Victory Campaign
- Fixed the second of the Surrender_2 scripts entitled #NAME= DE 626 - UK Invades Iraq In Response To Pro-Axis Coup (Variable) so that it is linked to DE 672 rather than DE 62.
1942 Axis High Tide Campaign
- Rommel HQ in North Africa's name added (Hydra).
Check out the full changelog:
GAME ENGINE Changes
Fixed a display error when navigating through the strategic menu options, e.g. War Map, Purchase Units etc, on displays with < 960 vertical pixels.
- Fixed a unit indicator sprite issue that would stometimes stop flashing when performing a brief quick scroll via a mouse move along the edge of the game window (Narisomo).
- Fixed a maximum map zoom error when the game is paused during a DECISION event and viewing the map (wobbleguts).
- Fixed an Amphibious Transport CTD that occurred when attempting to embark in an enemy Land + Sea hex (Randomluck).
- Fixed an MPPs and Strategic Bombing graphs page errors that was not always showing accurate values (LoneRunner).
- Fixed a GRAPHS screen error that would erroneously display some graph values < 0 when using the 'Relative Values' display option (Narisomo).
- Fixed a swap unit error that would allow you to swap zero action point Artillery units if they had any shells remaining (Narisomo).
- Purchase Units screen now has the option to enable/disable the 'Confirm Purchases' popup (MJY, ThunderLizard2).
- Removed 'Town' from list of resources via the mouse hover tip in the REPORTS screen as they are not included (Narisomo).
GAME ENGINE CHANGES
- Fixed a controlled unit movement error that led to a CTD when attempting to end the move along several hidden enemy units (EQFL_Sapare).
- Fixed an error that did not properly allow Kamikaze attacks to damage adjacent enemy units. Normally a Kamikaze attack has a 25% chance of also damaging an adjacent naval unit by 1 strength point.
- Fixed an outstanding issue that still did not allow some Free units to upgrade relative to their current controlling major nation (Gilber).
- Fixed an issue where upon surrender, FREE naval units were being bumped out of non surrendering territorial ports (Gilber).
- Fixed an Amphibious Transport error that did not reduce movement action points when the amphibious transport moved adjacent to an enemy capital ship that then attacked it (EQFL_Sapare).
- Fixed a rare CTD that would occur when attempting to place a new unit right at the start of your turn.
- Fixed an issue where Special Forces amphibious transports would auto load into a dead end Land + Sea enemy hex (rocketman71).
- Fixed an error where Subs caught in ice could increase their action points > 1 by switching modes (APrusty).
- Fixed an error where if a Transport unit was selected, the Operational Action buttons would sometimes not be clickable (ruskicanuk).
- Fixed an error that prevented Axis players from being able to shift the Murmansk convoy to Arkhangelsk when cutting off the applicable rail line running from Murmansk to Belomorsk (Aprusty).
- Fixed an error where the game engine would incorrectly move a currently occupied capital to its previous location if liberated. Now the capital will not move back unless the current capital is also liberated (EQFL_Sapare).
- Purchase screen no longer has a unit pre-selected to help avoid accidental purchases when clicking the Purchase or Production button (rocketman71).
- Mods with zero cost units can now have units upgraded and purchased (stalkerbrumikcz).
- Enemy targets and estimated losses for fully visible units/resources can now be highlighted when selecting a friendly unit to attack via the OPTIONS->ADVANCED settings.
- Units can now be put to sleep for one turn via the Sleep Tool mouse hover and pressing the space bar instead of a left mouse button click (EQFL_Sapare).
- Units set to sleep will now also be skipped by the AI when it is controlling friendly countries and units on your turn (EQFL_Sapare):
- Left mouse button click will still perform the regular 'sleep' function.
- Units set to sleep for one turn will have this indicated with a black dot instead of a white dot which indicates regular 'sleep'.
- Naval units can now have a maximum supply that matches the max port strength providing supply, previously naval units were capped at 10 supply even if a port provided 12 supply. All other naval supply rules remain the same, e.g. a 5 strength port can still provide maximum 10 supply to naval units.
- Air units will now gain maximum supply from any source, so long as they are attached to an HQ (Pocus).
- Supply map overlay will now display any mismatched supply values, e.g. if a unit has less than the overlay value, it will show in brackets in red alongside with the overlay value.
- Improved AI HQ amphibious landings where the AI will actively try and land in a pocket of friendly units and not next to enemy unit positions if possible (Mithrilotter).
- AI scripts can now be accessed in the OPTIONS->ADVANCED->SCRIPTS screen via 'Advanced (AI)' for review as well as to disable any disagreeable planning events.
- AI will now consider the belligerence status of a potential Amphibious invasion goal position to avoid potential invasions when not at war with the target position, as applicable to custom mods (wobbleguts).
- HQ supply rules, plus boosting/linking rules recap:
- HQ units, after amphibiously unloading, start at supply equal to 5 + their current level of Amphibious Warfare technology. Supply will drop 2 supply points per turn after that. This allows the HQ to act as a Mulberry for an initial landing until further supply sources are achieved.
- HQ distribution supply:
- HQ supply = 0 will have a distribution supply value of 3 (previously it was 5).
- HQ supply 1 or 2 will have a distribution supply value of 5.
- HQ supply 3 or 4 will have a distribution supply value of 6 (previously it was 8).
- HQ supply 5 will have a distribution supply value of 8.
- HQ supply > 5 will have a distribution supply value of 10.
- HQ boosting can only be achieved if the first HQ has a supply value >= 3 (previously it was > 0).
- The HQ to be boosted must have a supply value < 5 and is now automatically increased to a supply value of 5 which caps its distribution supply at 8.
- This will improve distribution supply for boosted HQs that were at 3 or 4 supply (from 6 to 8), and more importantly, will allow them to 'operate' and 'upgrade' now that they are at 5 supply.
- LOW SUPPLY HQ boosting can only be achieved if the source HQ has a supply value >= 1 and < 3.
- The HQ to be boosted must have a supply value < 3 and is now automatically increased to a supply value of 5 which caps its distribution supply at 6.
- Between two HQs, the higher rated HQ receives the boost, the lower rated HQ is the source of the boost.
- Source HQs of a supply boost to another HQ are now highlighted with a yellow hex outline, indicating they are the source of the supply boost, when clicking on the recipient HQ.
- Air units do not 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.
EDITOR CHANGES
- The following have been adjusted from 5 point increments to 1 point increments for more precision when customizing campaigns (Elessar2).
- Combat Target Data, Raid Multiplier (MPPs), Enemy NM Losses (Per Raid)
- Upgrade Increments Data (per research level), Raid Multiplier (MPPs), Enemy NM Losses (Per Raid)
- Automatic Increments Data (per research level), Raid Multiplier (MPPs), Enemy NM Losses (Per Raid)
- Strength/Reinforce/Reformation Data, % Cost Per Reinforcement Point, % Cost Per Elite Reinforcement Point
1939 Campaigns
- Chinese AI PURCHASE and RESEARCH script adjustments/optimizations (Mithrilotter).
- UK AI bonus units that arrive due to Sealion now adjusted by moving 2 Corps to the Veteran level from Intermediate level (Mithrilotter).
- Fixed a POPUP script error that did not allow for the display of the informational map position popups in the Mediterranean on Allied turns prior to Italian entry into the war.
GAME ENGINE CHANGES
• Fixed a Purchase Unit screen error that did not list the correct country unit information when coming back from the Production screen and having switched countries.
• Fixed a Purchase Unit error that did not allow you to place Italian units in Sicily (Will952).
• Fixed a Carrier interception error that did not apply its current research level to the intercepting aircraft (Gilber).
• Free units from minor nations will now be able to upgrade relative to their current controlling major nation, previously they could not because consideration was still relative to their original parent nation (Gilber).
• Players can now switch between the strategic menu options without having to close the current window, e.g. switch back and forth directly from Diplomacy to Research, to Purcahse Units etc (USGrant1962).
• Loop sea transfer hexes enhanced for greater visibility (Christolos).
LOCALIZATION CHANGES
• added #GRAPHS_TEXT_1=, #GRAPHS_TEXT_2= and #PBEM++_OPTIONS_TEXT_4=
1939 Campaigns
• Mobilization_2 script Italy Mobilizes In Response To Allied Invasion Preparations (Italy->Axis) corrected to swing Italy rather than the Dutch East Indies (EarlyDoors).
• Chinese HQ Xue moved from 188,60 to 189,63, Chen deployed at 188,60, and Peng removed from 187,55 (Cpuncher).
• Duplicated US unit names for 2nd and 3rd Mar Div removed (Mithrilotter).
• Surrender_2 script amended so that French Somaliland will now only accept the armistice (i.e. if Vichy France is formed) if there is no Allied unit in Djibouti. However, if there is an Allied unit there that should later move out of Djibouti then French Somaliland will automatically accept the armistice unless France has been liberated, so it may be wise to keep one there.
• Notes added to DE 105 explaining that saying yes means that Malaya will join the Allies.
• Increased the chance of New Guinea joining the Allies as well as bringing forward the date of this being possible, so that the Allies will have a much better chance of getting a unit there before the Japanese.
• Strategy Guides updated to mention that Japan can impede the flow of 30 MPPs reaching the USSR by placing naval units in the hexes adjacent to Vladivostok port (Pocus).
All Campaigns
• Logistics tech tool tip updated to mention that it boosts HQ minimum supply distribution (Elessar2).
• The spelling of the US sub Archerfish has been corrected.
• Made Vladivostok a Secondary Supply Center and corrected all spellings of the place in the game.
• The spelling of Schukow corrected to Zhukov in the German language version of the game (IIo4Tu).
• Road of Bones in Siberia added.
• Airships can now upgrade to level 1 in both Naval Weapons and ASW (Mithrilotter).
• Hex 176,73 changed from Jungle to Hill in order to provide some more frontage for combat east of Rangoon (Mithrilotter).
• Rome has been added to the Victory text that appears in the image for the Axis Decisive Victory.
• Axis AI Unit scripts amended so that if the Allies have captured the Philippines before 1944 then some of the Kamikaze units that were to deploy there may deploy in Japan instead. The condition of the Philippines having a surrendered status has also been removed (Mithrilotter).
• The ability of China to research Advanced Subs and Heavy Bombers has been removed (IIo4Tu).
• The ability of India to research Advanced Subs, Naval Warfare and Heavy Bombers has been removed (IIo4Tu).
• Some Fortification scripts added for the Japanese AI (Mithrilotter).
• Sound file battle3.ogg is now associated with the Supply scripts for Resistance Activity in Manchuria and Communist Partisan Activity in China (Mithrilotter).
• Tool tip updated for Naval Weapons research (Christolos).
• Loop sea transfer hexes enhanced for greater visibility (Christolos).
GAME ENGINE CHANGES
- Fixed a NEW UNITS screen error that kept the OK button appearing as disabled even though it is enabled and clickable (sschnar1).
- Fixed an error where Armoured trains did not automatically provoke counter artillery fire that were in defensive range (Will952).
- Fixed some localization issues for Multiplayer games that were not translating properly between players in different languages (EarlyDoors).
- Fixed a resource supply/strength calculation error that did not see Minor controlled Primary/Industrial resources drop in strength when cut by rail to a Major Primary/Industrial supply source (mdsmall).
- Fixed a PBEM++ tournament game 'Save' and 'Quit' error that would end in a CTD.
- Fixed an isse that did not properly indicate that an artillery is no longer able to move or attack after an upgrade or reinforcement (Tanaka).
- Fixed an error in 'objective' based scenarios/campaigns where the wrong hex control was assigned for occupied but then liberated hexes.
- Fixed a naval combat error that did not properly have naval units demoralizing other naval units whenever applicable (Gilber).
- Fixed an AI purchase animation error that had it CTD when purchasing and replacing destroyed Carrier units (Ason).
- Fixed a bottom edge of the map scrolling and display glitch that would sometimes show units in the wrong positions (Chernobyl, OldCrowBalthazor).
- Fixed an HQ attachment range helper highlight that did not always match up with the actual attachment range (Pocus).
- Fixed an Engineers/Paratroops error that kept them in Fortification/Prepare mode after being forced to retreat (ElvisJJonesRambo).
- Improved an AI HQ position vulnerability issue (Joseph).
- Improved GRAPHS screen readability with a relative max value between all nations per category (mdsmall).
EDITOR CHANGES
- Fixed an editing Weather zones error that did not keep data separate for each season (Elessar2).
All Campaigns
- The French, German and Spanish language versions of the POP UP and DECISION scripts have been improved.
- Reduced the attack values for naval units carrying out shore bombardment against aircraft from 1 to zero (canuckgamer).
- HQs can now upgrade AA to level 3 (Will952).
- Removed the ability for China to research Heavy Bombers as they cannot build any Strategic Bombers (taffjones).
- Changed the CONDITION_POSITION settings for DE 106 on moving the British capital to Australia or Canada, so that now it just requires an Axis unit to be present in the UK to fire (rarothl).
- Added a CONDITION_POSITION for DE 250 French liberation helper so that it will now only provide a liberated France with extra MPPs if there are no Axis units within 3 hexes of Paris (Mithrilotter).
- Dummy Decision 162 that controls the UK convoy to Murmansk now requires all land hexes on the road between Murmansk and Volkhov, plus the town of Vologda to be in Allied hands to fire.
- Axis AI Unit script added for a Japanese Kamikaze unit to arrive in Japan (Mithrilotter).
- Increased the chance of Germany investing in Ground Attack Weapons in 1939-41 and Japan investing in Anti-Submarine Warfare in 1942 (Mithrilotter).
1939 Campaigns
- Alternative deployment locations added for the Unit script #NAME= DE 806 - Indochina Expedition Army UNIT (angriff).
- While Italy is neutral, the US will now mobilize 5-7% towards the Axis if there are 2 Allied Amphibious units within 12 hexes of Syracuse Port, or 7 or more Allied naval units within 12 hexes of Syracuse Port.
- If Iraq has a pro-Axis leaning then the presence of 1-2 Axis units within 7 hexes of the Suez Canal (122,68) will have a 50% chance per turn of swinging Iraq 25-35% towards the Axis (Mithrilotter).
- Amended the Japanese AI to exclude several positions from OFFENSIVE planning deep in China and along the Indian border until the AI is in a better supply position to do so (Mithrilotter).
1939 Race to Victory Campaign
- Victory Conditions amended; please see the last page of the Strategy Guide for details.
1941 Rostov Campaign
- Fixed a VICTORY script error that did not properly recognize German or USSR victories by the correct end date (petedalby).
Strategy Guides
- changed Beirut to Damascus in the section regarding Turkey mobilizing (jjdenver).
- Changed the CONDITION_POSITION settings for DE 106 on moving the British capital to Australia or Canada, so that now it just requires an Axis unit to be present in the UK to fire (rarothl).
Note:
- Mobilization_2 script for Italy added so they now have a 33% chance per turn of swinging 15-25% towards the Axis if there are 2 Allied Amphibious Transports within 20 hexes of Syracuse Port, or if they have 7 or more naval units within 12 hexes of Syracuse (details correction from the original change made in v1.07.00).
Current Release
Not available
System Requirements
How to Install
autorun.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
1.5 GB
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