Europe Total War

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

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hinryu70
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Re: Europe Total War

Post by hinryu70 »

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)
Hi dijeffoot77,

thanks again for your detailed feedback – I really appreciate that you keep playing and reporting these “strange & bizarre” things. Let me answer point by point:

the Hanko peninsula is impossible to conquer with the Finnish forces. Normal?

Yes, that is more or less intended.
Historically Hanko was a very tough target and was finally evacuated by sea, not “stormed” on land. In game terms it’s extremely hard to take with the Finnish alone.
In my own tests I managed it only by concentrating almost everything I had in the area: the 17th Division from the north, nearby coastal artillery, plus the Finnish Navy and Air Force working together.
Hanko41.png
Hanko41.png (977.38 KiB) Viewed 1015 times
1-strength units are useless except for scouting? The Finnish 1-strength units are not scouts, right?

Correct, the Finnish 1-strength units are not recon cars, they are mostly:

Hiihtokomppania (Finnish ski companies),

small independent detachments,

or companies detached from larger Finnish formations,

used to represent local garrisons and presence in the areas where they were actually stationed at the start of Barbarossa.
They are small on purpose (strength 1) but still useful for:

holding villages and minor objectives,

providing ZOC and delaying enemy movement,

basic local security / screening behind the main front.

in the middle of the SW Pripet maps there is a small Russian boat with more than 12 strength! It blocks the way and takes 3 turns to kill…

Yes, that’s the Pinskaya Rechnaya Flotiliya (PRF) – the Soviet Pinsk River Flotilla.
It represents a whole river flotilla, not just a single boat, which is why it has such high strength and is hard to sink. The idea is that it should seriously block movement in that sector and force you to deal with it.

My recommendation: use the Luftwaffe, especially Stukas and other bombers – they usually inflict much more damage on it than surface units alone.

Thanks again for your comments – they really help fine-tune the scenario. If you notice other oddities or have more questions, keep them coming!
hinryu70
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Re: Europe Total War

Post by hinryu70 »

bondjamesbond wrote: Sun Dec 07, 2025 12:01 pm
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!
Hi bond,

yes, exactly – that’s precisely what I tried to represent with the Pinskaya Rechnaya Flotiliya in the scenario.
Thanks a lot for the extra historical details and dates, I’ll keep them as reference for future event texts and internal notes.

P.S.
Good to hear you managed to run the mod through JGME. I’ve actually never used JGME myself, so your explanation is very helpful for other players.
bondjamesbond
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Re: Europe Total War

Post by bondjamesbond »

hinryu70 wrote: Sun Dec 07, 2025 5:10 pm
bondjamesbond wrote: Sun Dec 07, 2025 12:01 pm
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!
Hi bond,

yes, exactly – that’s precisely what I tried to represent with the Pinskaya Rechnaya Flotiliya in the scenario.
Thanks a lot for the extra historical details and dates, I’ll keep them as reference for future event texts and internal notes.

P.S.
Good to hear you managed to run the mod through JGME. I’ve actually never used JGME myself, so your explanation is very helpful for other players.
Image

It worked out easily. I installed your mod via JGME, copied it from your Europe Total War.pzscn mod, and placed it in C:\Users\**********\Documents\My Games\Panzer Corps\Scenario.
And it worked.
https://mynickname.com/id73473
Image
eskuche
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Re: Europe Total War

Post by eskuche »

Trying this out. Detailed gameplay comments forthcoming, but one MAJOR balance issue/concern is that unit cost is prorated based on its max strength. A unit with max strength 3 and a unit with max strength 20 both cost 100 prestige. However, to replace one strength point of the 3 strength unit that has taken a damage costs the same as replacing 6-7 strength points of the 20 strength unit. This means that it's best to not even try to use the low strength units, since your 3 SP pioneer that took one damage costs the same to reinforce as half of a 12 SP stuka losing half its strength. This means that one can use the larger formations with almost impunity from a prestige standpoint. Maybe historic if you want to justify if that way?

Edit: this is a well-known issue, by the way. In Afrika Korps, there are 3 strength matildas that offer full unit prestige during surrender. You just have to hit them with one artillery to suppress!!

The concept of differential strength points is of course interesting but IMHO cannot be easily balanced in PC.

If you wanted to rebalance this, keeping the smaller units, there are two ways.

One is to decrease the cost of named divisions/units, particularly those with lower strength points. For example, if a generic schutzen costs 100 for 10 strength points, an understrength regimen with 5 strength points has a base prestige cost of 50. However, this opens up for abuse; we can upgrade a 20 str army to the 50 prestige unit for very cheap army level reinforcements. This COULD be prevented somewhat by leveraging heavy experience and prestige penalties for upgrading out of class.

Option 2, which is slightly less work, is to increase the price of generic non-named larger units proportionally so that each SP costs more for those. However, you would need to increase prestige gain to make up for this. All in all, no easy solution, especially if you want to keep PAKMOD base equipment file the same.

I think most sane people would shut their eyes and ignore this issue, but it's kind of a dealbreaker for me.
Battlefield Europe 2.4 + Locarnus 2026-01 Text AAR
tinyurl.com/y8euym2r
hinryu70
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Re: Europe Total War

Post by hinryu70 »

eskuche wrote: Tue Dec 09, 2025 3:37 pm Trying this out. Detailed gameplay comments forthcoming, but one MAJOR balance issue/concern is that unit cost is prorated based on its max strength. A unit with max strength 3 and a unit with max strength 20 both cost 100 prestige. However, to replace one strength point of the 3 strength unit that has taken a damage costs the same as replacing 6-7 strength points of the 20 strength unit. This means that it's best to not even try to use the low strength units, since your 3 SP pioneer that took one damage costs the same to reinforce as half of a 12 SP stuka losing half its strength. This means that one can use the larger formations with almost impunity from a prestige standpoint. Maybe historic if you want to justify if that way?

Edit: this is a well-known issue, by the way. In Afrika Korps, there are 3 strength matildas that offer full unit prestige during surrender. You just have to hit them with one artillery to suppress!!

The concept of differential strength points is of course interesting but IMHO cannot be easily balanced in PC.

If you wanted to rebalance this, keeping the smaller units, there are two ways.

One is to decrease the cost of named divisions/units, particularly those with lower strength points. For example, if a generic schutzen costs 100 for 10 strength points, an understrength regimen with 5 strength points has a base prestige cost of 50. However, this opens up for abuse; we can upgrade a 20 str army to the 50 prestige unit for very cheap army level reinforcements. This COULD be prevented somewhat by leveraging heavy experience and prestige penalties for upgrading out of class.

Option 2, which is slightly less work, is to increase the price of generic non-named larger units proportionally so that each SP costs more for those. However, you would need to increase prestige gain to make up for this. All in all, no easy solution, especially if you want to keep PAKMOD base equipment file the same.

I think most sane people would shut their eyes and ignore this issue, but it's kind of a dealbreaker for me.
Hi dieskuche,

thanks a lot for taking the time to explain this in detail – I completely understand what you mean.

You are absolutely right about how Panzer Corps handles cost vs max strength:
a 3-SP unit and a 20-SP unit with the same base price are treated the same by the engine when you buy them, but not when you reinforce them. One point of strength on a tiny unit is “prestige-expensive” compared to one point on a big corps. That’s a known quirk of the PC engine (as you wrote, the famous 3-strength Matildas in Afrika Korps that you just suppress and capture for full prestige…).

When I designed Europe Total War, my main goal was to represent the different levels of units on the map, without flooding the player with hundreds of tiny counters:

strength 1 = special company / detachment

strength 2 = battalion

strength 3–4 = regiment / brigade

strength 5 = “standard” division

strength 10–15–20 = corps, depending on how many divisions it actually contains

That way I can keep corps on map (so you don’t have to move 300 individual divisions every turn) and still show some historical flavour with independent companies, ski units, security troops, etc. Those very small units are not meant to stand toe-to-toe with a corps; they are there for:

local occupation duties,

screening and ZOC,

delaying enemy movement,

reconnaissance / presence in historical locations.

So yes, from a pure min-max point of view you are right: it is always more “prestige-efficient” to keep big formations alive than tiny ones. In a sense, that even matches the historical logic (high-level formations and key divisions got priority for replacements), but I agree it’s not elegant from a game-mechanics perspective.

About your two rebalancing ideas:

Reduce the cost of named/smaller units (e.g. understrength regiment at half price), but that opens abuse with cheap upgrades…

I see the logic, but as you already noticed, this can be abused heavily:
you could build an “elite” army cheaply by upgrading small named units into full-strength formations at a huge discount, unless I start using very punishing prestige/XP penalties for out-of-class upgrades. That quickly becomes quite messy on top of an already huge scenario.

Increase the price of large generic units so that each SP costs more for them, and adjust prestige income…

This is probably the cleaner of the two ideas, but it would require a full re-tuning of prestige flow, and I’m trying to keep the base PAKMOD equipment file unchanged for now for compatibility and for my own sanity.
I’m at about turn 240 in my current test run (April ’44), and for the last two turns I already struggle to fully reinforce and upgrade units – which to me is part of the design: in the late war the “game” is exactly to see if you can crawl to May ’45 with Berlin falling historically or earlier, under constant prestige and manpower pressure.

So at the moment:

I don’t plan to change the e-file / base unit costs,

but I might play a bit with prestige income and events later (for example small extra prestige injections at certain historical milestones, or penalties when the Axis is doing “too well”), once I’ve cleaned up the bugs and OOB issues from this first version.

I fully agree with you that the “differential strength” concept is interesting but not easy to balance in Panzer Corps. Some imperfections will remain, and I’m aware of that. For now I prefer to keep the historical structure (companies → battalions → regiments → divisions → corps) and accept a bit of engine weirdness, rather than rewrite the whole economy around it.

Anyway, your point is absolutely valid, and I’ll keep it in mind when I revisit prestige and balance after I’ve finished fixing the more “hard” errors I’m still encountering in my own long playthrough of v1.00.

Thanks again for the very thoughtful feedback – it’s exactly the kind of thing that helps push the scenario to the next level.
eskuche
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Re: Europe Total War

Post by eskuche »

Great! Glad to see you've considered it.
Another idea I had was to have a free "healing/recovery/rest/refit" hex to bring smaller detachments up to full strength for free or minimal cost (5 prestige?). PAKMod already has hospital and other miscellaneous units; perhaps it's possible to set up a trigger around those units? This "healing" would be done with a trigger to set SP to 3 or 5 or whatever makes sense. This offers a more micro-intensive way to justify reorganization of smaller detachments without destroying the bank in a non-historical and non-engine-compatible way :)

You can probably use additional scripts to limit the types of units that can go on these hospital hexes (thanks Sonja_81 for the idea) but probably overkill.
Battlefield Europe 2.4 + Locarnus 2026-01 Text AAR
tinyurl.com/y8euym2r
hinryu70
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Re: Europe Total War

Post by hinryu70 »

eskuche wrote: Tue Dec 09, 2025 7:00 pm Great! Glad to see you've considered it.
Another idea I had was to have a free "healing/recovery/rest/refit" hex to bring smaller detachments up to full strength for free or minimal cost (5 prestige?). PAKMod already has hospital and other miscellaneous units; perhaps it's possible to set up a trigger around those units? This "healing" would be done with a trigger to set SP to 3 or 5 or whatever makes sense. This offers a more micro-intensive way to justify reorganization of smaller detachments without destroying the bank in a non-historical and non-engine-compatible way :)

You can probably use additional scripts to limit the types of units that can go on these hospital hexes (thanks Sonja_81 for the idea) but probably overkill.
in this way:
StrategicReplacement.png
StrategicReplacement.png (1.38 MiB) Viewed 866 times
eskuche
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Re: Europe Total War

Post by eskuche »

hinryu70 wrote: Wed Dec 10, 2025 12:46 pm
eskuche wrote: Tue Dec 09, 2025 7:00 pm Great! Glad to see you've considered it.
Another idea I had was to have a free "healing/recovery/rest/refit" hex to bring smaller detachments up to full strength for free or minimal cost (5 prestige?). PAKMod already has hospital and other miscellaneous units; perhaps it's possible to set up a trigger around those units? This "healing" would be done with a trigger to set SP to 3 or 5 or whatever makes sense. This offers a more micro-intensive way to justify reorganization of smaller detachments without destroying the bank in a non-historical and non-engine-compatible way :)

You can probably use additional scripts to limit the types of units that can go on these hospital hexes (thanks Sonja_81 for the idea) but probably overkill.
in this way:
StrategicReplacement.png
That was a fast turnaround :) yes, exactly. I would list the exact turns somewhere. I can't check now, but perhaps consider updating the in-game encyclopedia with specific mechanics info for the map/mod.
Battlefield Europe 2.4 + Locarnus 2026-01 Text AAR
tinyurl.com/y8euym2r
hinryu70
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Re: Europe Total War

Post by hinryu70 »

eskuche wrote: Wed Dec 10, 2025 2:05 pm
hinryu70 wrote: Wed Dec 10, 2025 12:46 pm
eskuche wrote: Tue Dec 09, 2025 7:00 pm Great! Glad to see you've considered it.
Another idea I had was to have a free "healing/recovery/rest/refit" hex to bring smaller detachments up to full strength for free or minimal cost (5 prestige?). PAKMod already has hospital and other miscellaneous units; perhaps it's possible to set up a trigger around those units? This "healing" would be done with a trigger to set SP to 3 or 5 or whatever makes sense. This offers a more micro-intensive way to justify reorganization of smaller detachments without destroying the bank in a non-historical and non-engine-compatible way :)

You can probably use additional scripts to limit the types of units that can go on these hospital hexes (thanks Sonja_81 for the idea) but probably overkill.
in this way:
StrategicReplacement.png
That was a fast turnaround :) yes, exactly. I would list the exact turns somewhere. I can't check now, but perhaps consider updating the in-game encyclopedia with specific mechanics info for the map/mod.
you mean this way
Library.png
Library.png (943.29 KiB) Viewed 823 times
eskuche
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Re: Europe Total War

Post by eskuche »

Yes, perfect. It is important (to me, at least) to see the motivation and thought going into scenario creation. Anyone can slap an OoB onto a map, but critical scenario design is a whole different level.
Battlefield Europe 2.4 + Locarnus 2026-01 Text AAR
tinyurl.com/y8euym2r
hinryu70
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Re: Europe Total War

Post by hinryu70 »

Next version – update balanced up to Turn 250

In the next few days I will upload an updated version of Europe Total War, balanced and fixed at least up to Turn 250, with several tweaks and bug fixes.

In the current 1.00 release, from around Turn 240 the Axis player often starts the turn with zero prestige, which is totally insufficient to do anything meaningful (reinforcements, upgrades, etc.).
At the same time, the Soviet forces were strong enough to:

capture Bucharest, Sofia, Warsaw and Helsinki,

and then move very quickly towards Berlin, in a way that felt too overwhelming.

For the next build I have:

added several new defensive lines and prepared positions to slow down the Soviet advance in the late game,

reduced the strength of several Soviet (and Allied) units on the Eastern Front (without changing their numbers), so they remain numerous and dangerous, but not unrealistically crushing,

changed the AI behaviour for Allied air units: previously they were numerous but too passive, now they should be much more active and aggressive.

The idea is to keep the late-war “collapse feeling” for the Axis, but avoid the extreme situation where the player is stuck at 0 prestige for dozens of turns while Soviet armies steamroll Europe with no possible reaction.
hinryu70
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Re: Europe Total War

Post by hinryu70 »

Europe Total War – New version updated to the final turn

Europe Total War – version 1.04

DOWNLOAD--->First Post

LATEST UPDATES
1) Added new events (to keep the campaign more alive and historically coherent all the way to the end).
2) Added unit replacement points for small units, available only in specific cities and only from specific turns (to prevent abuse and to make logistics feel more meaningful).
3) Improved/added defensive lines with minefields: both to prevent players from pushing too far too easily, and to slow down the relentless Soviet advance later on.
4) Adjusted prestige to avoid reaching zero from mid-1944 and being stuck with no prestige until the end of the campaign.
5) Added a library.
eskuche
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Re: Europe Total War

Post by eskuche »

Comments on 1.04 up to turn 5.

1. Library isn't showing (?)
2. Checking some recon units, BefPz-IIB has much better stats than IIIDs. Is there any reason I wouldn't upgrade my armee HQs (besides historical accuracy) into recon units that can fight and move? The 5 range spotting is nice, but it takes a turn to set up.
3. Surrender prestige is kind of wild. Enemy tanks that cost 210 in poland with 2 SP means one level bomber hit and one hit from a really weak unit gets you all that prestige. Would consider turning off surrender in gamerules.
4. StG 76 has no unit upgrades or association somehow.
5. ID 56 has no area of operations.
6. I "upgraded" my 3 SP stuka into a storch!
7. Warsaw surrender trigger is a little weird. I want to avoid this specifically so that I can conquer flags and take prestige as well as finish attacking enem yunits.
Battlefield Europe 2.4 + Locarnus 2026-01 Text AAR
tinyurl.com/y8euym2r
hinryu70
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Re: Europe Total War

Post by hinryu70 »

eskuche wrote: Sat Dec 13, 2025 3:31 am Comments on 1.04 up to turn 5.

1. Library isn't showing (?)
2. Checking some recon units, BefPz-IIB has much better stats than IIIDs. Is there any reason I wouldn't upgrade my armee HQs (besides historical accuracy) into recon units that can fight and move? The 5 range spotting is nice, but it takes a turn to set up.
3. Surrender prestige is kind of wild. Enemy tanks that cost 210 in poland with 2 SP means one level bomber hit and one hit from a really weak unit gets you all that prestige. Would consider turning off surrender in gamerules.
4. StG 76 has no unit upgrades or association somehow.
5. ID 56 has no area of operations.
6. I "upgraded" my 3 SP stuka into a storch!
7. Warsaw surrender trigger is a little weird. I want to avoid this specifically so that I can conquer flags and take prestige as well as finish attacking enem yunits.
Thanks for the quick notes on 1.04 (up to Turn 5)! Replying point by point:

1) Library isn’t showing (?)
I see the Library on the main/start page, so the feature is there.
What’s probably missing is the Library list/index (the internal listing that populates the Library menu), so it appears “empty” even if the library exists. I’ll add/fix the Library entries so they actually show up in the Library list.

2) Recon units / BefPz-IIB stats vs IIIDs
Yeah, I noticed that too. Just to clarify: I didn’t edit the eqp stats in 1.04 — I only added units I needed for the scenario, so those values come from the underlying equipment set.
About upgrading Armee HQs into recon: honestly… if you want to do it, do it — it’s still a game. 🙂
The 5-range recon spotting is great, but the setup turn keeps it from being a pure cheat-code, agreed.

3) Surrender prestige is kind of wild / “SP”
If by “SP” you mean Strength Points, then yes — with surrender enabled, low-strength units can produce weirdly high prestige swings (especially when you can engineer surrenders reliably).
I’m leaning toward changing this in a practical way: either disable surrender in gamerules (as you suggested) or reduce/remove the prestige benefit tied to surrender outcomes. I’ll test it.

4) StG 76 has no unit upgrades or association
Upgrades exist later on (once the relevant aircraft models enter the timeline).

5) ID 56 has no area of operations
Correct — and it’s mostly intentional. A lot of units are left without AOO so the player has freedom to respond to the front.

6) “Upgraded” my 3 SP Stuka into a Storch
Yeah… don’t do that. 😄
That upgrade path shouldn’t be attractive in practice.

7) Warsaw surrender trigger feels weird
I get what you mean. It’s designed to force a fast Poland resolution (historically it’s weeks, not months), and also to give you time to reposition to the next front instead of grinding the map forever.
That said, if it fires too early and denies reasonable cleanup/captures, I can tweak it: e.g. , delay it slightly so it feels less “abrupt” while still preventing the “Poland for 2 months” outcome.

Keep the feedback coming — early-turn reports like this are gold for polishing the campaign flow.
PeteMitchell
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Re: Europe Total War

Post by PeteMitchell »

Please add more screenshots :-)
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 »

eskuche wrote: Sat Dec 13, 2025 3:31 am Comments on 1.04 up to turn 5.
Quick notes for the next update (based on early feedback):

- PrestigeForSurrender has been reduced to avoid excessive “easy prestige” from surrender chains.
- BefPz-IIB stats have been corrected (it was clearly overtuned compared to other command/recon tanks).
- Warsaw has been made slightly more entrenched to improve the early-campaign pacing.
- Library has been fixed: it should now appear properly in the Library side index/list as well (not only on the main page).

Thanks again for the reports — keep them coming (turn + map area helps a lot).
library1.png
library1.png (1.1 MiB) Viewed 677 times
Library2.png
Library2.png (1.71 MiB) Viewed 677 times
hinryu70
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Re: Europe Total War

Post by hinryu70 »

PeteMitchell wrote: Sat Dec 13, 2025 9:09 am Please add more screenshots :-)
ETW.png
ETW.png (1.04 MiB) Viewed 670 times
turn1.png
turn1.png (442.86 KiB) Viewed 670 times
turn1a.png
turn1a.png (429.18 KiB) Viewed 670 times
hinryu70
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Re: Europe Total War

Post by hinryu70 »

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eskuche
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 277
Joined: Fri Mar 24, 2017 3:32 am

Re: Europe Total War

Post by eskuche »

Are you using chat GPT for responses? :D

Few other comments: It's unclear what deployment is or is not required to "trigger" additional campaigns. Do I need to bring specific units to Norway to activate it? Same for other campaigns. What does the comment (R) Redeployment: The unit must be transferred to its indicated front at the appropriate time" actually mean? Is this a recommendation or a hard requirement? What happens if the unit has died? It would really help in the encyclopedia if it let us know exactly when new campaigns are triggered. Perhaps a requirement to start new campaigns/unlock sections would be to bring specific HQ units to specific hexes, e.g., barbarossa cannot start until AGN/M/S HQ + specific army HQs have reached there spot.

This would 1. add some historical reality to logistics, 2. make these units meaningful/purposeful, and 3. punish losing HQs. This could be done by (unfortunately probably a lot) of triggers, e.g., if German HQs < x number, or if recon units < a certain number, then remove x prestige and spawn that unit. Not sure if this is even possible in the trigger system.

Edit: The main point here is that the player needs some guidance on how/when stuff happens and how we should play. Yes, we could pull up wikipedia but would prefer not to in the game. Are we supposed to dedicate massive forces to Norway, to France? Or leave some elsewhere? What's the drawback of bringing more than historic units? Can we not just massively bring air forces to all theaters? Basically, do we need to pull punches or play however we want ahistorically?
Battlefield Europe 2.4 + Locarnus 2026-01 Text AAR
tinyurl.com/y8euym2r
hinryu70
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 113
Joined: Mon Jun 11, 2007 7:14 pm

Re: Europe Total War

Post by hinryu70 »

eskuche wrote: Sat Dec 13, 2025 4:27 pm Are you using chat GPT for responses? :D

Few other comments: It's unclear what deployment is or is not required to "trigger" additional campaigns. Do I need to bring specific units to Norway to activate it? Same for other campaigns. What does the comment (R) Redeployment: The unit must be transferred to its indicated front at the appropriate time" actually mean? Is this a recommendation or a hard requirement? What happens if the unit has died? It would really help in the encyclopedia if it let us know exactly when new campaigns are triggered. Perhaps a requirement to start new campaigns/unlock sections would be to bring specific HQ units to specific hexes, e.g., barbarossa cannot start until AGN/M/S HQ + specific army HQs have reached there spot.

This would 1. add some historical reality to logistics, 2. make these units meaningful/purposeful, and 3. punish losing HQs. This could be done by (unfortunately probably a lot) of triggers, e.g., if German HQs < x number, or if recon units < a certain number, then remove x prestige and spawn that unit. Not sure if this is even possible in the trigger system.

Edit: The main point here is that the player needs some guidance on how/when stuff happens and how we should play. Yes, we could pull up wikipedia but would prefer not to in the game. Are we supposed to dedicate massive forces to Norway, to France? Or leave some elsewhere? What's the drawback of bringing more than historic units? Can we not just massively bring air forces to all theaters? Basically, do we need to pull punches or play however we want ahistorically?
Yes 😄 I use ChatGPT to help me respond faster, then obviously I correct and change it as I want, because it still gives errors anyway.

To clarify the main doubts:

1) How do I activate additional campaigns?
Main campaigns/operations in ETW activate automatically on the corresponding historical turn.
It's not necessary to bring specific units to Norway/elsewhere to "unlock" them: the event still starts when the scheduled turn arrives.

2) What does the (R) "Redeployment" tag mean? Is it mandatory?
It's mainly a recommendation and a logistical reminder. It's used to tell the player: "this unit is historically being transferred/is scheduled on that front at that time, keep it alive and ready."
In some cases (e.g., Operation Blau, summer 1942), a popup appears a few turns beforehand to warn the player and allow them to organize.

3) Do I have to move my HQs (or other units) to specific locations to launch Barbarossa, etc.?
No. I don't currently use "hard" requirements like: "Barbarossa won't launch if AGN/AGM/AGS aren't in position." I completely understand the idea (and it would be super immersive), but with a timeline already packed with pre-established historical events, it would become extremely complex to manage at the trigger level and risk breaking the flow of the campaign.

4) What happens if one of these units dies?
If a unit dies, it's lost for the game. Precisely for this reason, the tags also serve as an invitation not to "throw away" HQs and key units with unnecessary attacks.

5) Player Guide: “How should we play ETW?”
ETW is designed to follow historical events, and the general structure of the OOB is already “driven” by the mod: many forces appear/arrive in the right places on the right turn.
That said: you can also play in a more free/anti-historical way in the gameplay, but ETW tends to reward realistic management (logistics, preserving key units, not scattering the Luftwaffe everywhere haphazardly, etc.).
Furthermore, during the campaign, informational pop-ups will appear, warning the player of what's coming and where it's advisable to concentrate forces. For example, for Norway: the intended units already appear in the invasion areas on the designated turn; your task is to bring any surviving units tagged (N) there that you've already deployed elsewhere.
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