Europe Total War

A forum to discuss custom scenarios, campaigns and modding in general.

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hinryu70
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Europe Total War

Post by hinryu70 »

🔷 Europe Total War
Europe Total War.png
Europe Total War.png (641.12 KiB) Viewed 137 times
“From the first shots fired in Poland to the fall of Berlin – this is not just a campaign. It’s History, turn by turn.”

Europe Total War is a historical, realism-focused campaign for Panzer Corps Classic, covering the entire European and Mediterranean theatre – including North Africa – from September 1939 to May 1945.

Built on the solid and indispensable framework of the “New Projekt: Phcas & AKRebels PAK Mod”, it turns Panzer Corps into a true week-by-week global campaign, with the goal of recreating World War II in Europe as faithfully as possible.

Designed for experienced players and military history enthusiasts, the campaign includes:

📆 A fully scripted timeline
296 turns – 1 turn = 7 days, from the invasion of Poland to the fall of Berlin.

🛡️ Historically placed units
Authentic unit names, real Orders of Battle (OOBs) and strength values that aim to be as realistic as the game allows, based on historical documentation, real force ratios and comparisons between the operational size of formations.

🧱 No fantasy, no alternate history
No “what if” scenarios: only events that actually happened, implemented as precisely as possible.
This is a strictly historical scenario, with dates and content already fixed in advance.

🎯 “Lead the Axis forces through the most brutal conflict in history.”

The campaign is playable only from the Axis side, and will test your strategic and tactical skills across all the major theatres:

From Norway to North Africa

From Barbarossa to Overlord

The project is still under development and can certainly be improved.
There will be mistakes, and I fully intend to correct and refine them over time.

📌 At the moment the scenario covers the entire Second World War in Europe.
I’m still actively working on it and polishing it.

⚙️ Key Features

📆 Weekly event system with detailed popups
Military, political, technological, war crimes, curious and lesser-known historical events – all presented turn by turn.

🗺️ Large, focused map
The map runs from the far north (Murmansk) down to the Siwa Oasis in North Africa, and from the Atlantic Ocean to the Caucasus.
It is based on my previous “Europa 1941” map, but is now more compact (283x326 hexes): I removed areas beyond the Urals and a large part of the Atlantic to respect engine limits, improve performance and avoid issues with naval AI.

💣 Strategic bombing and prestige system
Allied strategic bombing (RAF and USAAF) will gradually reduce Axis prestige, while the loss of merchant ships in convoys will also reduce Allied prestige.

All of these actions are represented through weekly historical popups, based on real events (e.g. Bremen, Hamburg, Essen, Rome, etc.) and scripted with direct prestige penalties, proportional to the actual damage (destroyed factories, ships sunk, civilian and industrial losses).

🛒 No buying new units
You cannot purchase new units.
You can only upgrade, refit or convert existing ones.

💥 As a consequence, damage from Allied strategic bombing – which drains your prestige turn after turn – will progressively limit your ability to fully rebuild or upgrade your forces.
Every reinforcement and upgrade must be carefully planned.

🎯 Dynamic turning points
Historical turning points are reflected in the campaign flow:
Greece before Barbarossa, the fall of Italy, Stalingrad, and other critical phases of the war.

⚠️ Force preservation is crucial
Many units on the map include a geographical tag in their name, indicating their current or future theatre of operations (examples:
OM = Heeresgruppe Mitte, Afr. = Africa, It = Italy, R = Redeployed, etc.).

❗ Destroying or sacrificing these units can compromise future operations.
These formations are often meant to be withdrawn, reused or transferred to other fronts at specific historical times, following real-world redeployments.

For example, a division used in Poland in 1939 may later be scheduled for the invasion of France (W), then for the Balkans (B), and finally for the central sector in Russia (OM) – always with the same unit name and structure.

🎯 Every major loss can have long-term consequences.
You cannot simply rebuild destroyed units from scratch:
think carefully before sacrificing experienced or historically important formations.
Preserve what is valuable!

ℹ️ Technical Information

👤 Created by: Hinryu70

🛠️ Requires: Panzer Corps Classic + “New Projekt: Phcas & AKRebels PAK Mod-RELEASE v3.40”

📦 Status: Version 1.03 completed – now ready to be tested in-game and evaluated in practice

🗨️ Feedback: Comments, suggestions and bug reports are very welcome – especially from other modders and fellow history enthusiasts!

🧩 Recommended Installation Instructions

This is the setup method I personally recommend:

Make a copy of your Panzer Corps Classic installation folder.

Install / overwrite the PAK Mod in the copied Panzer Corps folder.

Install / overwrite Europe Total War on top of the PAK Mod.

Put the scenario folder into:
Documents\My Games\Panzer Corps\MyScenarios
Europe1939.png
Europe1939.png (936.35 KiB) Viewed 920 times
https://www.mediafire.com/file/9sipphzg ... ar.7z/file
Last edited by hinryu70 on Sat Nov 29, 2025 3:32 pm, edited 3 times in total.
hinryu70
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Re: Europe Total War

Post by hinryu70 »

Europe Total War – version 1.03 (tested up to turn 115)

Download:
https://www.mediafire.com/file/9sipphzg ... ar.7z/file
Changelog v1.03 (test build up to turn 115):

Metaxas Line balance update (Greece):
The strength values of the Greek Metaxas Line fortifications have been reduced. In the previous version they were too strong compared to historical performance and overall Axis capabilities in early 1941. This should make the Greek campaign tough but no longer unrealistically “brick-wall” hard.

Soviet frontline deployment reworked (turn 94):
The strength of the Soviet frontline formations has been rebalanced and their appearance has been shifted to the previous turn.
All Soviet units deployed in the first line now appear on turn 94, so the build-up on the Eastern Front is more gradual and coherent with the weekly timeline instead of creating an abrupt late “spawn” of Red Army formations.
Europe10-41.png
Europe10-41.png (420.5 KiB) Viewed 438 times
Europe Total War – Version 1.02

I have made several small adjustments up to and including turn 50.
I have cleaned up a few duplicate events, re-calibrated several Italian units, and removed various ocean-going U-boat flotillas that, on this map scale, would only operate as coastal flotillas and therefore would not be historically accurate.
In the coming weeks I will continue to review the later turns and release further updates if I find additional issues.
Last edited by hinryu70 on Sun Nov 23, 2025 8:53 pm, edited 3 times in total.
cw58
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Re: Europe Total War

Post by cw58 »

Wow, very impressive! Thanks for sharing all your hard work!
PeteMitchell
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Re: Europe Total War

Post by PeteMitchell »

Wow, this is on a single map?
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
hinryu70
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Re: Europe Total War

Post by hinryu70 »

cw58 wrote: Sat Nov 15, 2025 9:53 pm Wow, very impressive! Thanks for sharing all your hard work!
Tks :)
hinryu70
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Re: Europe Total War

Post by hinryu70 »

PeteMitchell wrote: Sun Nov 16, 2025 5:33 am Wow, this is on a single map?
yes :!:
jeffoot77
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Re: Europe Total War

Post by jeffoot77 »

hello hinryu,

i m testing your map and contrary to europe mod of MCGuba, it is beginning in 1939 ! so it looks so promising!
I will make you a small feedback and already after 10 turns, it is very impressive! The fact that is it impossible to buy new units is very cool. I play in general difficulty . The small strenght of units is weird but in reality, it oblige player to pay attention to his units . so, it is a very good work for the moment, So far I see no flaws, it's impressive!I can't wait to get back to it.


ps:The only slightly annoying thing is the turns where you get stuck, for example between turns 5 and 32 where nothing happens before norway campaign !
Last edited by jeffoot77 on Sun Nov 23, 2025 12:36 pm, edited 2 times in total.
my custom mini-campaign in order of battle :
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302

Panzer corps mods archive (folders or zip versions) : http://jeffoot.freeboxos.fr:41226/share/pbUWeVhzCpRuG8YD/
bondjamesbond
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Re: Europe Total War

Post by bondjamesbond »

Image
https://www.labirint.ru/books/190227/
https://reallib.org/reader?file=651439&pg=3&utm_medium

Tell me how in this map for 296 moves is the situation with the naval fleet ? Also the air squadrons ? Are they real ....
https://dzen.ru/a/aFViCihW03xAeFqg

Image

Image

Also do the allies send real sea and land convoys like PQ-17 !??
https://ru.wikipedia.org/wiki/Конвой_PQ-17

https://uz.ozon.com/search/?deny_catego ... _id=139786


I also wonder if you can play this map on the reverse for the Allies and whether they have real units that opposed the Axis countries ?
https://mynickname.com/id73473
Image
hinryu70
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Re: Europe Total War

Post by hinryu70 »

jeffoot77 wrote: Sat Nov 22, 2025 6:56 pm hello hinryu,

i m testing your map and contrary to europe mod of MCGuba, it is beginning in 1939 ! so it looks so promising!
I will make you a small feedback and already after 10 turns, it is very impressive! The fact that is it impossible to buy new units is very cool. I play in general difficulty . The small strenght of units is weird but in reality, it oblige player to pay attention to his units . so, it is a very good work for the moment, So far I see no flaws, it's impressive!I can't wait to get back to it.


ps:The only slightly annoying thing is the turns where you get stuck, for example between turns 5 and 32 where nothing happens before norway campaign !
Hi,
thanks a lot for the feedback, I’m really happy you’re enjoying the campaign and that starting already in 1939 feels promising to you!

The idea of not being able to purchase new units is really at the core of the project: I want the player to manage the historical order of battle, with reinforcements and new units arriving only through events, and to have only a few “free” units to move around as they like, so the historical flow of the war isn’t broken. Every loss is meant to really hurt.
The low strength of many units is intentional as well: it forces you to be careful and not use divisions as cannon fodder, and it reflects the real organizational structure. A tank battalion simply can’t have the same strength as a Panzer division or an army corps!

As for the “quiet” turns between 5 and 32: to some extent they reflect the historical pace of the Polish campaign (and later of the war in general), with phases of relative operational pause. After the fall of Poland, for example, you basically have the Phoney War in the West. That said, I’m already collecting feedback to add more events, small movements and historical details during those turns, to give a bit more “life” even to the calmer weeks.
Also keep in mind that many units used in Poland then have to be redeployed to France, the Balkans and especially Russia, so those turns are also meant for reorganizing your forces.

About Warsaw: you’re right, using engineers the city can fall very quickly. That was a compromise to allow both a fast conquest and slower approaches, but your comment is very useful… even if, historically, Poland did collapse in just a few weeks / turns.

Again, thanks a lot for testing and for your time: every bit of feedback like yours helps me balance the campaign turn by turn. I’ve reached around turn 110 and I’ve already fixed quite a few issues, especially in Greece with Marita (the Metaxas Line was far too strong, so I reduced its strength) and in Russia: I realized that all the frontline Soviet units were spawning at the wrong moment, with the Axis advancing almost unopposed and the Russians popping up later in the rear on the Allied turn… not ideal. 😅
I’m fixing that kind of problem as well.
hinryu70
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Re: Europe Total War

Post by hinryu70 »

bondjamesbond wrote: Sun Nov 23, 2025 7:57 am Image
https://www.labirint.ru/books/190227/
https://reallib.org/reader?file=651439&pg=3&utm_medium

Tell me how in this map for 296 moves is the situation with the naval fleet ? Also the air squadrons ? Are they real ....
https://dzen.ru/a/aFViCihW03xAeFqg

Image

Image

Also do the allies send real sea and land convoys like PQ-17 !??
https://ru.wikipedia.org/wiki/Конвой_PQ-17

https://uz.ozon.com/search/?deny_catego ... _id=139786


I also wonder if you can play this map on the reverse for the Allies and whether they have real units that opposed the Axis countries ?
1. Naval fleets on the 296–turn map
The map covers only Europe + Mediterranean / North Africa, so:
in game you will see the real fleets operating in this theater (Royal Navy, Regia Marina, Marine Nationale as long as it exists, etc.);
units that operate far away in the open Atlantic (especially oceanic U-boat flotillas) are abstracted, because they act outside the map area.
I removed the oceanic U-boat flotillas as playable units, but their war in the Atlantic is still represented through:
historical events,
Allied prestige losses,
and some Axis prestige bonuses when new flotillas start operating from French ports, but especially when large numbers of Allied merchant ships are sunk.
The main fleets in the Mediterranean are based on real orders of battle, but often:
grouped at division / flotilla level,
with strength representing both the number of ships and their real weight (a destroyer division obviously does not equal a battleship division).
So the naval side is historical, but not “every single ship one by one”.

2. Air squadrons – “are they real?”
The basis is always historical: I use real units (RAF, Luftwaffe, Regia Aeronautica, VVS, etc.) and place them in the sectors where they were actually present.
I can’t include every single squadron / Staffel (except in a few special or experimental cases), so:
sometimes I merge several squadrons into one unit (for example: “MALTA 185/249 Sqn”, “MALTA 126–229–603 Sqn”);
but most of the time I represent Wings / Groups / Geschwader for both Allies and Axis.
The strength is not random: it follows a basic rule (roughly 10 real aircraft = 1 strength) and also takes into account:
quality and training,
losses and replacements,
the number of aircraft actually operational at the same time (not just “on paper”),
quality and modernity of the aircraft themselves, etc.
For example, at the start of Barbarossa the USSR historically had a very large number of aircraft, but with low overall combat quality (training, coordination, many obsolete models). In the game this is reflected not only in how many units appear, but also in their strength, experience and type of aircraft.
So yes, the air units are historical in name and location, but grouped/abstracted so they fit within Panzer Corps.

3. Allied convoys – “are there real convoys like PQ-17?”
Convoys that appear physically on the map are those that make sense inside the represented theater (e.g. convoys to North Africa, supply routes in the Mediterranean, etc.).
The big oceanic convoys like PQ-17 to the USSR:
do not “sail” as units on the map (almost all of their route is off–map),
but they are represented through historical events, with:
dedicated pop-ups,
prestige bonuses/penalties for the USSR, Great Britain and the Axis depending on the historical outcome.
The same logic applies to other major convoys: they are handled as strategic events, not necessarily as counters with each individual ship.

4. “Reverse for the Allies?” – playing the map as the Allies
The campaign is designed to be played with the Axis controlled by the human player, and the Allies controlled by the AI.
All Allied units you encounter:
are based on real orders of battle,
with names, types and strength values linked (as far as possible) to their historical organization.
Technically, someone could try to “flip” sides, but:
events, prestige, triggers and balance are all built around a human Axis player,
so for now there is no properly balanced version with the Allies as the playable side.
On top of that, the whole design assumes that the Allies rarely suffer serious supply problems for weapons/ammunition and fuel: for example, an Allied air wing is often represented with enough fuel and ammo to be practically “always in the air” and always active, without stopping because of shortages – which is something that happens much more often to Axis units in the scenario.
bondjamesbond
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Re: Europe Total War

Post by bondjamesbond »

hinryu70 wrote: Sun Nov 23, 2025 2:09 pm
bondjamesbond wrote: Sun Nov 23, 2025 7:57 am Image
https://www.labirint.ru/books/190227/
https://reallib.org/reader?file=651439&pg=3&utm_medium

Tell me how in this map for 296 moves is the situation with the naval fleet ? Also the air squadrons ? Are they real ....
https://dzen.ru/a/aFViCihW03xAeFqg

Image

Image

Also do the allies send real sea and land convoys like PQ-17 !??
https://ru.wikipedia.org/wiki/Конвой_PQ-17

https://uz.ozon.com/search/?deny_catego ... _id=139786


I also wonder if you can play this map on the reverse for the Allies and whether they have real units that opposed the Axis countries ?
1. Naval fleets on the 296–turn map
The map covers only Europe + Mediterranean / North Africa, so:
in game you will see the real fleets operating in this theater (Royal Navy, Regia Marina, Marine Nationale as long as it exists, etc.);
units that operate far away in the open Atlantic (especially oceanic U-boat flotillas) are abstracted, because they act outside the map area.
I removed the oceanic U-boat flotillas as playable units, but their war in the Atlantic is still represented through:
historical events,
Allied prestige losses,
and some Axis prestige bonuses when new flotillas start operating from French ports, but especially when large numbers of Allied merchant ships are sunk.
The main fleets in the Mediterranean are based on real orders of battle, but often:
grouped at division / flotilla level,
with strength representing both the number of ships and their real weight (a destroyer division obviously does not equal a battleship division).
So the naval side is historical, but not “every single ship one by one”.

2. Air squadrons – “are they real?”
The basis is always historical: I use real units (RAF, Luftwaffe, Regia Aeronautica, VVS, etc.) and place them in the sectors where they were actually present.
I can’t include every single squadron / Staffel (except in a few special or experimental cases), so:
sometimes I merge several squadrons into one unit (for example: “MALTA 185/249 Sqn”, “MALTA 126–229–603 Sqn”);
but most of the time I represent Wings / Groups / Geschwader for both Allies and Axis.
The strength is not random: it follows a basic rule (roughly 10 real aircraft = 1 strength) and also takes into account:
quality and training,
losses and replacements,
the number of aircraft actually operational at the same time (not just “on paper”),
quality and modernity of the aircraft themselves, etc.
For example, at the start of Barbarossa the USSR historically had a very large number of aircraft, but with low overall combat quality (training, coordination, many obsolete models). In the game this is reflected not only in how many units appear, but also in their strength, experience and type of aircraft.
So yes, the air units are historical in name and location, but grouped/abstracted so they fit within Panzer Corps.

3. Allied convoys – “are there real convoys like PQ-17?”
Convoys that appear physically on the map are those that make sense inside the represented theater (e.g. convoys to North Africa, supply routes in the Mediterranean, etc.).
The big oceanic convoys like PQ-17 to the USSR:
do not “sail” as units on the map (almost all of their route is off–map),
but they are represented through historical events, with:
dedicated pop-ups,
prestige bonuses/penalties for the USSR, Great Britain and the Axis depending on the historical outcome.
The same logic applies to other major convoys: they are handled as strategic events, not necessarily as counters with each individual ship.

4. “Reverse for the Allies?” – playing the map as the Allies
The campaign is designed to be played with the Axis controlled by the human player, and the Allies controlled by the AI.
All Allied units you encounter:
are based on real orders of battle,
with names, types and strength values linked (as far as possible) to their historical organization.
Technically, someone could try to “flip” sides, but:
events, prestige, triggers and balance are all built around a human Axis player,
so for now there is no properly balanced version with the Allies as the playable side.
On top of that, the whole design assumes that the Allies rarely suffer serious supply problems for weapons/ammunition and fuel: for example, an Allied air wing is often represented with enough fuel and ammo to be practically “always in the air” and always active, without stopping because of shortages – which is something that happens much more often to Axis units in the scenario.
Thank you very much for your attention and detailed answer ! Do you plan to update or is this version 1.02 final and can start playing ? I have never played a game with more than a hundred moves ))))
https://mynickname.com/id73473
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hinryu70
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Re: Europe Total War

Post by hinryu70 »

hinryu70 wrote: Sun Nov 23, 2025 2:09 pm
bondjamesbond wrote: Sun Nov 23, 2025 7:57 am

Thank you very much for your attention and detailed answer ! Do you plan to update or is this version 1.02 final and can start playing ? I have never played a game with more than a hundred moves ))))
Hi,
thanks a lot for your interest and your kind words!

Version 1.02 is playable: the full 296–turn timeline is already implemented and working – but it has only been thoroughly tested up to about turn 50.
That said, it’s definitely NOT a “final” version: it’s just the first complete release, so there are still bugs and various things to polish. I’m currently playing and testing the campaign myself and I’ve reached turn 115, fixing several details along the way (OOB tweaks, strength values, spawn timing, historical positions, etc.) to keep everything as historically accurate as possible.
If time permits, next few hours I plan to upload a new updated version 1.03 soon, tested up to around turn 115.

So:
if you want to start playing now, go ahead – it’s certainly playable and should keep you busy for a long time;
just keep in mind that there will be further updates in the future as I discover and fix issues in the later phases of the war.
PeteMitchell
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Re: Europe Total War

Post by PeteMitchell »

I think you should share more screenshots here, please!
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
PeteMitchell
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Re: Europe Total War

Post by PeteMitchell »

What is the size of this map?
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
bondjamesbond
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Re: Europe Total War

Post by bondjamesbond »

hinryu70 wrote: Sun Nov 23, 2025 5:56 pm
hinryu70 wrote: Sun Nov 23, 2025 2:09 pm
bondjamesbond wrote: Sun Nov 23, 2025 7:57 am

Thank you very much for your attention and detailed answer ! Do you plan to update or is this version 1.02 final and can start playing ? I have never played a game with more than a hundred moves ))))
Hi,
thanks a lot for your interest and your kind words!

Version 1.02 is playable: the full 296–turn timeline is already implemented and working – but it has only been thoroughly tested up to about turn 50.
That said, it’s definitely NOT a “final” version: it’s just the first complete release, so there are still bugs and various things to polish. I’m currently playing and testing the campaign myself and I’ve reached turn 115, fixing several details along the way (OOB tweaks, strength values, spawn timing, historical positions, etc.) to keep everything as historically accurate as possible.
If time permits, next few hours I plan to upload a new updated version 1.03 soon, tested up to around turn 115.

So:
if you want to start playing now, go ahead – it’s certainly playable and should keep you busy for a long time;
just keep in mind that there will be further updates in the future as I discover and fix issues in the later phases of the war.
Hi !
Then I'll wait for your updated version 1.03 ! And then if your mod will be updated, will I be able to use my saves from the previous versions ? And most importantly will they be correct and up to date every time ..... As far as I know on other mods each update is better to start playing again as continuing the game with a save does not always enter the update )
https://mynickname.com/id73473
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hinryu70
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Re: Europe Total War

Post by hinryu70 »

PeteMitchell wrote: Sun Nov 23, 2025 6:27 pm What is the size of this map?
The map is 283 x 326 hexes (283 wide and 326 high).
hinryu70
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Re: Europe Total War

Post by hinryu70 »

PeteMitchell wrote: Sun Nov 23, 2025 6:25 pm I think you should share more screenshots here, please!
You’re right, that makes sense! :D
i'll definitely post more so people can get a better idea of how the campaign plays. :wink:
hinryu70
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Re: Europe Total War

Post by hinryu70 »

bondjamesbond wrote: Sun Nov 23, 2025 7:25 pm
hinryu70 wrote: Sun Nov 23, 2025 2:09 pm
Hi !
Then I'll wait for your updated version 1.03 ! And then if your mod will be updated, will I be able to use my saves from the previous versions ? And most importantly will they be correct and up to date every time ..... As far as I know on other mods each update is better to start playing again as continuing the game with a save does not always enter the update )
Hi!

Short answer: it’s better to start a new campaign with version 1.03.

Technically you can still load your old saves, but Panzer Corps stores a lot of data inside the save file (units already spawned, strength values, triggers that have already fired, etc.), so many of the changes in v1.03 (Metaxas Line balance, Soviet frontline deployment on turn 94, OOB tweaks…) will not be applied correctly if you continue from an older version.

For a clean and fully up-to-date experience I strongly recommend starting again with 1.03.
Of course, if you want to finish your current run on 1.02 you can, but it won’t benefit from all the latest adjustments.
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Re: Europe Total War

Post by RobertCL »

Hi Hinryu70,

First of all, congrats for your mod! I finished Poland using version 1.02 (I understand I need to do it again with v 1.03 if I want to benefit from the latest modifications, no problem).

You should skip this since Panzer Corps see well the scenario in game just with the copy-paste over PaK mod:
Put the scenario folder into:
Documents\My Games\Panzer Corps\MyScenarios
Only one thing bothers me: the need to move my units to the right theatre of operations in time (otherwise I lose my unit).
What if I need more units to invade UK after my victory against USSR ? I could not do it because my units are assigned to specific fronts ?
Maybe this is impossible because your scenario is 100% historically accurate.
But what do you mean ? After my victory in Poland I can only move some selected units to the front in France ?

Could you deliver some saved games (start of France, start of Barbarossa, Stalingrad, Kursk, Overlord, Berlin) ?

Thx
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Re: Europe Total War

Post by bondjamesbond »

RobertCL wrote: Mon Nov 24, 2025 8:19 am Hi Hinryu70,

First of all, congrats for your mod! I finished Poland using version 1.02 (I understand I need to do it again with v 1.03 if I want to benefit from the latest modifications, no problem).

You should skip this since Panzer Corps see well the scenario in game just with the copy-paste over PaK mod:
Put the scenario folder into:
Documents\My Games\Panzer Corps\MyScenarios
Only one thing bothers me: the need to move my units to the right theatre of operations in time (otherwise I lose my unit).
What if I need more units to invade UK after my victory against USSR ? I could not do it because my units are assigned to specific fronts ?
Maybe this is impossible because your scenario is 100% historically accurate.
But what do you mean ? After my victory in Poland I can only move some selected units to the front in France ?

Could you deliver some saved games (start of France, start of Barbarossa, Stalingrad, Kursk, Overlord, Berlin) ?

Thx
Image
https://pikabu.ru/story/khronologiya_vt ... st_1232721
If, as I understand it, the mod is going to be 100% historical as far as the game engine will allow, then there should be no alternatives such as Sea Lion. At most massive raids on London depicting the air battle for Britain ) No matter how hard the player tries, he will 100% lose by the 9th of May 1945!
Also after Poland there should be a strange war then an offensive in Norway then a strike on Benelux countries France and USSR ) Also some countries of Europe resisted Germans for a month some only a couple of hours )))) Also it is not clear whether the Allies will have operations like the War in Finland and the occupation of Iran by British and Soviet troops )).
Image
https://vk.com/wall-112714021_1095
https://en.topwar.ru/76878-sovmestnaya- ... -1945.html
https://diletant.media/articles/45274832/
https://commons.wikimedia.org/wiki/File:WWII.gif
https://mynickname.com/id73473
Image
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