Europe Total War

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

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tactical22
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Re: Europe Total War

Post by tactical22 »

hinryu70 wrote: Wed Nov 26, 2025 3:08 pm
PeteMitchell wrote: Wed Nov 26, 2025 4:11 am It would still be cool to have a chance to win it tbh ;-)
Hi Pete,

I totally get what you mean – it would be cool to have a real chance to “win it” as the Axis, I agree 🙂

For the moment though, the core design of Europe Total War is strictly historical:
the war will always end like it did in reality, and your “victory” is measured by

how long you can delay the inevitable,

how well you can preserve your core,

and how close you can stay to (or beat) the historical timetable on each front.

So it’s more about “how well can I lose?” in a grand–strategic, historical way, rather than rewriting 1945.

That said, I’m not against the idea in principle:
later on, when the historical version is fully stable, I might think about an optional alt-history variant where surviving past certain dates or holding key objectives could count as an Axis “win condition”. But first I want to finish and polish the pure historical path.
Great news!! We all know that it was simply impossible for the Axis to win the war... but we all love to conquer all of Europe!!! 8)
Locarnus
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Re: Europe Total War

Post by Locarnus »

hinryu70 wrote: Wed Nov 26, 2025 3:08 pm
PeteMitchell wrote: Wed Nov 26, 2025 4:11 am It would still be cool to have a chance to win it tbh ;-)
Hi Pete,

I totally get what you mean – it would be cool to have a real chance to “win it” as the Axis, I agree 🙂

For the moment though, the core design of Europe Total War is strictly historical:
the war will always end like it did in reality, and your “victory” is measured by

how long you can delay the inevitable,

how well you can preserve your core,

and how close you can stay to (or beat) the historical timetable on each front.

So it’s more about “how well can I lose?” in a grand–strategic, historical way, rather than rewriting 1945.

That said, I’m not against the idea in principle:
later on, when the historical version is fully stable, I might think about an optional alt-history variant where surviving past certain dates or holding key objectives could count as an Axis “win condition”. But first I want to finish and polish the pure historical path.
Great project!

Winning is fun, but there is something special about doing the best in an unwinnable situation.
It goes against the power fantasy mindset, which is so prevalent in computer games.
"Can your civilization stand the test of time?" is just a marketing slogan in civ games, since no test of time mechanics exist there (only other civs getting advantages).

Perhaps unwinnable situations are not for everyone, but there certainly is a playerbase.
Looking at Dwarf Fortress and similar games, where the sogan "losing is fun" applies.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
hinryu70
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Re: Europe Total War

Post by hinryu70 »

tactical22 wrote: Thu Nov 27, 2025 5:18 pm
hinryu70 wrote: Wed Nov 26, 2025 3:08 pm
PeteMitchell wrote: Wed Nov 26, 2025 4:11 am It would still be cool to have a chance to win it tbh ;-)
Hi Pete,

I totally get what you mean – it would be cool to have a real chance to “win it” as the Axis, I agree 🙂

For the moment though, the core design of Europe Total War is strictly historical:
the war will always end like it did in reality, and your “victory” is measured by

how long you can delay the inevitable,

how well you can preserve your core,

and how close you can stay to (or beat) the historical timetable on each front.

So it’s more about “how well can I lose?” in a grand–strategic, historical way, rather than rewriting 1945.

That said, I’m not against the idea in principle:
later on, when the historical version is fully stable, I might think about an optional alt-history variant where surviving past certain dates or holding key objectives could count as an Axis “win condition”. But first I want to finish and polish the pure historical path.
Great news!! We all know that it was simply impossible for the Axis to win the war... but we all love to conquer all of Europe!!! 8)
Thanks a lot! 😄
Exactly – that’s pretty much the spirit of the whole project: we all know the Axis couldn’t really win, but trying to conquer all of Europe on the map and see how long you can hold on is half the fun.
Hope you’ll enjoy giving it a go!
hinryu70
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Re: Europe Total War

Post by hinryu70 »

Locarnus wrote: Thu Nov 27, 2025 6:39 pm
hinryu70 wrote: Wed Nov 26, 2025 3:08 pm
PeteMitchell wrote: Wed Nov 26, 2025 4:11 am It would still be cool to have a chance to win it tbh ;-)
Hi Pete,

I totally get what you mean – it would be cool to have a real chance to “win it” as the Axis, I agree 🙂

For the moment though, the core design of Europe Total War is strictly historical:
the war will always end like it did in reality, and your “victory” is measured by

how long you can delay the inevitable,

how well you can preserve your core,

and how close you can stay to (or beat) the historical timetable on each front.

So it’s more about “how well can I lose?” in a grand–strategic, historical way, rather than rewriting 1945.

That said, I’m not against the idea in principle:
later on, when the historical version is fully stable, I might think about an optional alt-history variant where surviving past certain dates or holding key objectives could count as an Axis “win condition”. But first I want to finish and polish the pure historical path.
Great project!

Winning is fun, but there is something special about doing the best in an unwinnable situation.
It goes against the power fantasy mindset, which is so prevalent in computer games.
"Can your civilization stand the test of time?" is just a marketing slogan in civ games, since no test of time mechanics exist there (only other civs getting advantages).

Perhaps unwinnable situations are not for everyone, but there certainly is a playerbase.
Looking at Dwarf Fortress and similar games, where the sogan "losing is fun" applies.
Thanks a lot, Locarnus – really appreciate it!
The Dwarf Fortress analogy is spot on: that feeling of “doing the best you can in a doomed situation” is exactly what I’m trying to capture here.
Power fantasy campaigns are great and I enjoy them too, but for Europe Total War I wanted the opposite angle: no matter what you do, 1945 is coming… so the interesting question becomes how long can you hold, how cleanly can you delay the collapse, and how badly can you mess up the Allied timetable?
It’s definitely not for everyone, but I’m glad there is a playerbase that actually enjoys this kind of pressure.
hinryu70
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
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Joined: Mon Jun 11, 2007 7:14 pm

Re: Europe Total War

Post by hinryu70 »

Quick update: I’m still tweaking the Soviet forces. Right now it feels a bit too easy for the Axis to break through the Moscow defenses, even though the Soviet counterattacks don’t exactly make it a walk in the park.

The winter effects also didn’t slow down the German advance as much as I intended, so I’ve adjusted the related scripts to make the frost more punishing for offensive operations.

All of this still needs to be tested “on the field”, so for the moment I’m continuing through the next turns and evaluating how version 1.00 behaves.
PeteMitchell
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Joined: Tue Jul 10, 2018 1:18 pm

Re: Europe Total War

Post by PeteMitchell »

How did you do the map?
Can you add some more screenshots, please?
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
hinryu70
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Senior Corporal - Ju 87G
Posts: 94
Joined: Mon Jun 11, 2007 7:14 pm

Re: Europe Total War

Post by hinryu70 »

PeteMitchell wrote: Fri Nov 28, 2025 4:05 am How did you do the map?
Can you add some more screenshots, please?
This map is derived from my older project “New Map = New Scenario”, a campaign that begins in June 1941 with Operation Barbarossa.
Euro41.jpg
Euro41.jpg (175.81 KiB) Viewed 493 times
The original map uses the Mercator projection.
400x323ss.jpg
400x323ss.jpg (363.57 KiB) Viewed 493 times
Shallow Sea → 100 fathoms = 182.88 meters
Sea Depth.jpg
Sea Depth.jpg (252.7 KiB) Viewed 493 times
PeteMitchell
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Major-General - Tiger I
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Re: Europe Total War

Post by PeteMitchell »

Is Mercator style better?
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
hinryu70
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 94
Joined: Mon Jun 11, 2007 7:14 pm

Re: Europe Total War

Post by hinryu70 »

PeteMitchell wrote: Fri Nov 28, 2025 4:51 pm Is Mercator style better?
I wouldn’t say the Mercator style is “better” in general – it’s just the base map that most closely matched the kind of layout I had in mind for this project.
So I used it because it fit my idea of how the map should look and what areas it needed to cover, rather than for any specific advantage of the projection itself.
PeteMitchell
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Joined: Tue Jul 10, 2018 1:18 pm

Re: Europe Total War

Post by PeteMitchell »

But any northern parts of the map will be bigger, no?
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 »

PeteMitchell wrote: Sat Nov 29, 2025 4:16 am But any northern parts of the map will be bigger, no?
Yes, that’s true – the northern parts of the map are enlarged by the Mercator projection. You can already see it in northern Europe, and it becomes really noticeable from about the latitude of Iceland northwards.
Fortunately, those areas are mostly secondary fronts in this campaign, with relatively few historically important events at those latitudes, so the distortion doesn’t really hurt the historical gameplay. Most of the key action (Eastern Front, Western Europe, Mediterranean) is in latitudes where the Mercator distortion is much less extreme.
hinryu70
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Re: Europe Total War

Post by hinryu70 »

Playing my own campaign (version 1.00), I’ve noticed a few issues that I’m now fixing.
For example, in North Africa the Italians historically stalled around Mersa Matruh in 1940, but in v1.00 a player can basically overrun the whole of Egypt using only the 1940 Italian forces.
I’m reworking this part of the campaign and adding proper defensive blocks so that any Italian advance is much harder and feels like a real, contested push instead of a walkover through empty territory.

The same applies to some sectors in Russia. Unfortunately I initially designed v1.00 assuming the player would behave in a roughly historical way, with many Allied defenses and units appearing mainly when their historical offensives are triggered. I’m now adjusting this as well, so that the Allied side reacts more consistently even if the Axis player pushes earlier or in a less historical way.
Manstein86
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Re: Europe Total War

Post by Manstein86 »

Hello, there's no scenario folder in the Europe Total War download folder!? Best regards.
hinryu70
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Re: Europe Total War

Post by hinryu70 »

Manstein86 wrote: Sat Nov 29, 2025 5:28 pm Hello, there's no scenario folder in the Europe Total War download folder!? Best regards.
Hi, that’s normal 🙂
There is no separate Scenarios folder – Europe Total War is a single, huge campaign scenario, so you only see one scenario file inside the Data folder.
jeffoot77
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Re: Europe Total War

Post by jeffoot77 »

Hello Hinryu,

Im on turn 95, with barbarossa beginning and my waktrought:

" in v1.00 a player can basically overrun the whole of Egypt using only the 1940 Italian forces."
-> i overrun all egypt without difficuty with italian forces. :)

- i took greece without german aid, just with italian forces too.
- then i rushed yougoslavia , was historical.
- i controlled easily all british channel, i sunk queen elizabeth BB ( with submarine)

- i did'nt undertsand the invasion of crete, it is impossible to win because paratroopers can't land or are destroyed by planes. how do you win ??

i launch barbarossa, i didn't find karl artillery near brest litvosk, is it normal? i destroyed brest bunker easily anyway .

Good work, it is pleasant, it changes with low strenght units and all explanation af history, i learn some cool things on ww2, it is is fun to play. I hope some enemy will not spawn behind my troops !
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/
hinryu70
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Re: Europe Total War

Post by hinryu70 »

jeffoot77 wrote: Sat Nov 29, 2025 8:04 pm Hello Hinryu,

Im on turn 95, with barbarossa beginning and my waktrought:

" in v1.00 a player can basically overrun the whole of Egypt using only the 1940 Italian forces."
-> i overrun all egypt without difficuty with italian forces. :)

- i took greece without german aid, just with italian forces too.
- then i rushed yougoslavia , was historical.
- i controlled easily all british channel, i sunk queen elizabeth BB ( with submarine)

- i did'nt undertsand the invasion of crete, it is impossible to win because paratroopers can't land or are destroyed by planes. how do you win ??

i launch barbarossa, i didn't find karl artillery near brest litvosk, is it normal? i destroyed brest bunker easily anyway .

Good work, it is pleasant, it changes with low strenght units and all explanation af history, i learn some cool things on ww2, it is is fun to play. I hope some enemy will not spawn behind my troops !
Hi dijeffoot77,

thanks a lot for your walkthrough up to turn 95, it’s really useful to see how the campaign behaves in the hands of an experienced player. I’ll reply point by point:

“In v1.00 a player can basically invade the whole of Egypt using only the Italian forces of 1940.”
“I invaded all of Egypt without any difficulty with the Italian forces. :)

Yes, you were absolutely right: I’ve already adjusted this. From the next version it will be much harder for the Italians to push beyond Maktila.

“I took Greece without German help, only with the Italian forces.”

Here as well I’ve tweaked the balance: I increased entrenchment and the overall quality of the Greek units on the Albanian–Greek front, and slightly toned down the Metaxas Line, which in the previous version was probably a bit too strong.

“Then I attacked Yugoslavia, it was historical.”

Perfect, that’s exactly the effect I was aiming for. :)

“I easily controlled the whole English Channel, I sank the Queen Elizabeth BB (with a submarine).”

This is an area where I still need to work on balance: I will add more minefields and British naval defences along the coast to make a quick improvised Sea Lion much more risky. I’ve also removed several ocean-going U-boat flotillas (since the Atlantic isn’t on the map) in order to not reuse as coastal defence units.

“I didn’t understand the invasion of Crete, it’s impossible to win because the paratroopers can’t land or are destroyed by aircraft. How do you win??”

Yeah, Crete was never meant to be easy! :)
The key is to seize the airfields quickly, land the 22. Luftlande-Division and the 6. Gebirgs-Division, and rely heavily on the Luftwaffe to keep the RAF and AA under control. If I see that even then it remains too punishing, I’ll consider a few small tweaks to the scripts.

“I launched Barbarossa, I didn’t find the Karl artillery near Brest Litvosk, is that normal? I destroyed the Brest bunker easily anyway.”

Karl is there on turn 95, but if the intended hex is occupied by another unit it might appear one turn later. In the new version I’ve also strengthened the Brest bunker so that it doesn’t fall too easily, thanks for pointing this out.

“Great work, it’s enjoyable, different with low-strength units and all the historical explanations, I learned some interesting things about WWII, it’s fun to play. I hope no enemy will appear behind my troops!”

Thanks a lot, I’m really glad you like the feeling with low-strength units and the historical events, and that you’ve also discovered a few curiosities about the war.
In the next versions, some “nasty surprises” behind your lines will become harder and harder to avoid… and don’t forget that partisans will start to pop up all over the place, disrupting train lines and reinforcements!

Thanks again for the time you spent testing; if you notice any other issues, imbalances or have interesting ideas, feel free to post them anytime.
jeffoot77
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Re: Europe Total War

Post by jeffoot77 »

ok thxs for the infos.

I m still playing the scenario, turn 105, i play only one or two turns by day because each turn is long! more than 20 minutes to play all units.
moscow is still far but i m approaching... no bug, very pleasant . Some partisans spawn but i keep some units behind..
('- in afrika, some english troops have spawn behind my lines but i defend the cairo.)
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/
hinryu70
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Re: Europe Total War

Post by hinryu70 »

jeffoot77 wrote: Fri Dec 05, 2025 4:06 pm ok thxs for the infos.

I m still playing the scenario, turn 105, i play only one or two turns by day because each turn is long! more than 20 minutes to play all units.
moscow is still far but i m approaching... no bug, very pleasant . Some partisans spawn but i keep some units behind..
('- in afrika, some english troops have spawn behind my lines but i defend the cairo.)
Hi dijeffoot77,

thanks again for the feedback and for the update on your playthrough.

I’m still playing the scenario, turn 105, I only play one or two turns a day because each turn is long! More than 20 minutes to move all units.
Moscow is still far but I’m getting closer... no bugs, very pleasant. Some partisans appear but I keep some units behind…

---->Yes, the security units are there exactly for that: territory control and anti-partisan duty behind the front lines.

In Africa, some British troops appeared behind my lines but I am defending Cairo.

---->This part should be fixed in the next version: it will be much more difficult to break through El Alamein and get deep behind Axis lines in Egypt.

I’m currently around turn 195 in my own test run and I’ve rebalanced the Soviet forces:

they were too weak in front of Moscow,

and too strong in the south around Operation Uranus (in spring ’43 they were already fighting hard for Kiev and Kherson, and they had re-occupied all of Crimea by mass attacks both through Kerch and Perekop).

I also discovered a strange issue where some British units that should appear around Tobruk later showed up next to the Soviets in the Caucasus (!) – I’ve been working on that and this behaviour should be corrected in the next update.

Really glad you’re enjoying the scenario and that you haven’t found any bugs so far. If you notice anything else odd or unbalanced, feel free to report it – it’s very helpful for improving the campaign.
jeffoot77
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Re: Europe Total War

Post by jeffoot77 »

maybe some Strange weirds things: :

- hanko peninsula is impossible to take with finland forces. normal?
- units with 1 strenght are useless except for scouting ? skiing fnland troops with 1 strenght are not scout , aren't ?
- in the middle of pripiat swmaps , there is a small russian boat with more 12 strenght ! it is blocking path, very long to kill (3 turns)
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 »

jeffoot77 wrote: Sun Dec 07, 2025 11:29 am maybe some Strange weirds things: :

- hanko peninsula is impossible to take with finland forces. normal?
- units with 1 strenght are useless except for scouting ? skiing fnland troops with 1 strenght are not scout , aren't ?
- in the middle of pripiat swmaps , there is a small russian boat with more 12 strenght ! it is blocking path, very long to kill (3 turns)
The boat probably represents the Pripyat flotilla (special greetings to fans of the game Stalker))).
The flotilla was formed on July 17, 1940, from ships and units of the renamed Dnieper Military Flotilla. Its main base was in Pinsk, Belarus, and its rear base was in Kiev.

By July 11, 1941, the main forces of the flotilla had been reduced to three detachments: Berezinsky, Pripyatsky (on the Berezina and Pripyat rivers, under the operational command of the Western Front), and Dnieper (on the Dnieper River, under the operational command of the Southwestern Front).

The Pripyat detachment interacted with units of the 4th and then the 5th Army, which were fighting delaying battles and retreating eastward.

Some of the detachment's tasks were to provide artillery support to troops defending bridgehead positions, cover the retreating troops' crossings, and destroy enemy river crossings.

In August-September 1941, the flotilla participated in the defense of Kiev. Having completed their task, the sailors blew up their ships and fought as part of the encircled group.

In October 1941, the Pinsk Military Flotilla was disbanded.
Image

https://m.ok.ru/group/54421388263668/to ... 5122887668
https://borisfen70.livejournal.com/
https://militera.lib.ru/h/vmf/09.html

P.S.
I connected your mod through the JGME program, but in order to play at least as a scenario, you need to
C:\Users\**********\Documents\My Games\Panzer Corps\Scenario
Europe Total War.pzscn
For your map of Europe to work through scenarios, you also need to do this!
Europe Total War.pzloc

Image
Image
Image

I managed to run your mod after all ))) using the JGME program!
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