I know, I know... there was a big wave of new mods in november-december, I wanted to try them first
The good news is that the second 2nd scenario of the next chapter is now ready ; the bad news is that I decided to add a 4th mission to the chapter instead of 3 initially planned

I have the objective to release it before february.
Tobi72 wrote: ↑Sat Jan 17, 2026 8:35 pm
Currently, the Romans (Republic), Roman Rebels, Numidia, Carthage, the Iberians, Carthaginian mercenary rebels, and the Greeks on the Iberian Peninsula are represented. The next update will include the Celts, the Etruscans, and... well, we'll see.
That's already a lot to start with.
I had the idea to do a Pyrrhus campaign... maybe a what-if campaign. The Romans suffer decisive defeats at Heraclee and Asculum, and Pyrrhus become the king of a very powerful kingdom that threaten both Rome and Carthage.
That could be a fun concept, but I need to try the mod more and continue my WWIII campaigns first.
About feedback : I'm still at 6th scenario of the roman tutorial campaign, so there are still hole in what I saw.
The game design is obviously far different from vanilla Panzer Corps. It fits more a battle-scale than a strategic-scale (and that's good). High movement for infantry, low ranged attack values and close combat inflicting similar casualties to both side ; all of that mean that close contact units need to do most of the work and thus have to replenish often. To win battles, we consequently need to keep reserves to make rotations, that allow troops on the first line to rest and refit while the 2nd line advance. It was really well crafted and represent well the way the Romans fought. The ability to keep fresh troops was key in many battles. I was surprised that you managed to represent it so well.
It is for example one of the first game I know where Hastati made sense to be first in the frontline. They absorb the first damages and inflict some to the opponents, then they can use their high movement to retreat behind allied lines to replenish while principes advance to finish damaged ennemy units.
The only battle I was not totally convinced in the tutorial for now is the naval battle... but naval battles in the antiquity were pure chaos anyway, so it's thematic

Send your boats on their boats, and hope the others sink first
The corvus historically allowed something different (transform naval battle into ground battle), but I have no idea how to represent it in any interesting way in your mod.