Panzer Corps Reimagined

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

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Tobi72
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Panzer Corps Reimagined

Post by Tobi72 »

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What this project is about

The original idea behind this project was actually quite simple: I wanted to find out whether an AI could eventually become capable of creating complete Panzer Corps content on its own — not just individual texts or small pieces of a scenario, but entire maps, scenarios and finally complete campaigns.

To reach that point, however, the AI first had to learn how Panzer Corps actually works.

Over time, I provided it with working examples, reference files and explanations and taught it the basic structures and rules behind scenario and campaign creation. This included the structure of .pzscn, .pzloc and campaign files, campaign scripting, scenario connections, briefings and debriefings, objectives, victory conditions, deployment zones, reinforcement logic, prestige, core slots, auxiliary units and many other details.

Another important part was map creation itself. We worked on terrain distribution, roads, rivers, bridges, forests, hills, towns, airfields and deployment areas, and gradually developed rules for making maps look more natural instead of simply placing large artificial blocks of terrain.

The same applies to unit selection and deployment. The AI learned how to read and analyse the equipment file, how to select units that are actually available for the correct nation and date, how to create balanced combined-arms forces and how to position infantry, tanks, reconnaissance, artillery, anti-aircraft units and aircraft in a tactically sensible way.

We also worked extensively on AI behaviour: defensive positions, reserves, counterattacks, reinforcement zones, artillery placement, protection of airfields, minefields, bridges and other tactical considerations.

Of course, this did not work perfectly from the beginning. There were many tests, mistakes and corrections along the way. But this was exactly the point of the experiment: every error became another rule or lesson that could be reused later.

Eventually we reached the stage where the AI was able to design its first complete mini-campaign from beginning to end: the campaign structure, three completely new scenarios, maps, unit selection and placement, objectives, campaign progression, briefings, debriefings and the required supporting files.

At this point my own role has changed considerably.

Today I mainly provide a detailed description of what kind of campaign or scenario I want — the historical or fictional setting, approximate map size, number of core units, general mission idea and any special requirements. From there, the AI designs and builds the project itself.

I then test the result in Panzer Corps. If I discover a technical problem or something I do not like, I describe the problem and let the AI analyse and correct it.

That is what I would like to document and share in this thread: the continued development of an experiment in which AI is gradually being trained to act as an independent scenario and campaign designer for Panzer Corps.

And finally, one small personal request concerning this thread.

I would kindly ask everyone to refrain from posting externally sourced internet images, unrelated pictures or GIFs here. I would like to keep this thread focused on the project itself and on material directly connected to it.

I hope everyone can respect this simple request. If it is not respected, I will end this project and the thread without further notice.


Thank you for understanding — and, of course, constructive comments, questions and discussion about the actual project are very welcome. :D
Tobi72
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Re: Panzer Corps Reimagined

Post by Tobi72 »

B.png
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I would now like to release the **first complete mini-campaign designed by Sol: “Ukraine_Summer_2023.”**

**Important:** This campaign is built for **Akkula’s Modern Conflicts mod**. You therefore **need to have Modern Conflicts installed in order to play this campaign**. It is not intended to work with the standard Panzer Corps equipment files.

I would also like to emphasize that this first campaign is still relatively simple, largely fictional, and that the map design is not yet perfect. This is very much the beginning of the project. You could say:

**The AI has now learned to walk.**

The important point for me is that Sol was able to create the complete campaign structure independently: maps, scenarios, unit selection and deployment, objectives, victory conditions, briefings, debriefings, campaign progression and all the necessary supporting files.

The **second Ukraine campaign has already been completed as well** and now still needs to be tested by me in the game. It represents another step forward in terms of map design, scenario structure and the rules Sol has learned from our previous tests.

The surviving core army from **Ukraine_Summer_2023** can also be carried over into this second campaign, allowing both campaigns to be played as a continuation of each other.

There is, however, one important distinction that should not be misunderstood:

**Sol creates the campaign, but Sol does not control the enemy during the actual game.**

The AI creates the maps, scenarios, campaign structure, scripts, objectives, as well as the selection and deployment of the units on both sides. Once the scenario is running, however, the enemy units are still controlled by the **original Panzer Corps game AI**.

That part of Panzer Corps cannot be replaced by my AI.

So when I speak about an **AI-created campaign**, I mean that the complete campaign and its scenario content were designed and assembled by Sol. The opponent you fight on the battlefield is still the normal Panzer Corps AI.

For me, **Ukraine_Summer_2023 is therefore not the finished result, but the first real milestone.**
Sol needed 27 minutes to design and completely finish this mini-campaign.

**The AI has learned to walk. Now we can see how far it can go.**


This campaign is currently entirely in German, including the briefings, orders, comments, and so on. Future campaigns will be available in both German and English.

The victory condition is simple: capture all primary victory hexes.

https://www.mediafire.com/file/a4n2213z ... 3.zip/file
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The second campaign, Ukraine_II_Southern_Wedge, is now available for download here.
It consists of four missions, and the campaign is played using the core units from the first campaign. This campaign is now available in German and English; additional languages ​​will be added gradually.One more small thing: since there are no combat engineers for the Ukrainian side in the mod, I’ve given the basic infantry the "Mine Killer" ability. So, make sure to always keep some basic infantry in reserve to clear minefields relatively quickly.

https://www.mediafire.com/file/w0ommt3n ... e.zip/file
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Last edited by Tobi72 on Tue Aug 25, 2026 8:49 pm, edited 4 times in total.
Tobi72
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Re: Panzer Corps Reimagined

Post by Tobi72 »

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Tobi72
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Re: Panzer Corps Reimagined

Post by Tobi72 »

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Tobi72
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Re: Panzer Corps Reimagined

Post by Tobi72 »

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Tobi72
Major-General - Tiger I
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Re: Panzer Corps Reimagined

Post by Tobi72 »

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Tobi72
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Re: Panzer Corps Reimagined

Post by Tobi72 »

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bondjamesbond
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Re: Panzer Corps Reimagined

Post by bondjamesbond »

Fair enough—since I can't post screenshots of my playthrough here, I'll wait for the Russian version. That said, it's great to see that you've put the AI ​​to work while in retirement.

Great – since we’re not allowed to post screenshots from this project here, I’ll wait for the Russian version. It’s brilliant, though, that even though you’re retired, you’ve managed to get the AI working.
https://mynickname.com/id73473
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Tobi72
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Re: Panzer Corps Reimagined

Post by Tobi72 »

bondjamesbond wrote: Mon Aug 24, 2026 11:19 pm Fair enough—since I can't post screenshots of my playthrough here, I'll wait for the Russian version. That said, it's great to see that you've put the AI ​​to work while in retirement.

Great – since we’re not allowed to post screenshots from this project here, I’ll wait for the Russian version. It’s brilliant, though, that even though you’re retired, you’ve managed to get the AI working.
As I already announced, I am stepping back from modding and from publishing new content here on the forum, and that decision has not changed. I consider the other projects I still have posted here in the forum to be finished.

To be honest, I simply no longer have the motivation to spend 10–14 days working on a campaign, or several months developing a mod, only to find that in the end it interests just a handful of people. If you then subtract the numerous bots that also download files and artificially inflate the numbers, the actual response to all that work can be rather frustrating.

Of course, I am well aware that Panzer Corps is an old game and that the people who are still genuinely interested in it probably represent only a relatively small but dedicated core community.

Some time ago, I therefore started working with my AI to make the whole process much more efficient, and that is how the idea for this project came about.

I have now reached the point where I can spend perhaps 5–10 minutes writing a detailed description of the scenario or campaign I want, and depending on the complexity, 5–30 minutes later I have a playable result.

And Sol keeps getting better the more we train and refine the process together.

With this project, download numbers are no longer important to me. I no longer feel any pressure to finish something simply because I once announced or started it. From now on, I will only publish things here that I personally enjoy and that I think are worth sharing with those who are genuinely interested in following this experiment.

That makes the whole process much more enjoyable for me again.
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If by "progress" you mean this documentation and the associated feedback and so on—by all means, that is welcome. :D
YES.png
YES.png (165.58 KiB) Viewed 188 times
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But not something like this or Gif`s! :evil:
NO.png
NO.png (172.18 KiB) Viewed 188 times
nikivdd
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Re: Panzer Corps Reimagined

Post by nikivdd »

Very intriguiging topic. It must have taken quite some time to train gtp to the point that it starts to be rewarding. For the last week i am having a gtp discussion about Panzer General, analyzing and mapping all PG files and 20+ year old modding tools. I have no specific direction with this but it is shocking to experience how AI has evolved in the last couple of years.
To be honest, I simply no longer have the motivation to spend 10–14 days working on a campaign, or several months developing a mod, only to find that in the end it interests just a handful of people. If you then subtract the numerous bots that also download files and artificially inflate the numbers, the actual response to all that work can be rather frustrating.
I share your opinion, when i compare the number of downloads with reactions, i think why am i still doing this...
Keep up the good work and thanks for all the contributions you have made.
Tobi72
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Re: Panzer Corps Reimagined

Post by Tobi72 »

nikivdd wrote: Tue Aug 25, 2026 5:08 pm Very intriguiging topic. It must have taken quite some time to train gtp to the point that it starts to be rewarding. For the last week i am having a gtp discussion about Panzer General, analyzing and mapping all PG files and 20+ year old modding tools. I have no specific direction with this but it is shocking to experience how AI has evolved in the last couple of years.
To be honest, I simply no longer have the motivation to spend 10–14 days working on a campaign, or several months developing a mod, only to find that in the end it interests just a handful of people. If you then subtract the numerous bots that also download files and artificially inflate the numbers, the actual response to all that work can be rather frustrating.
I share your opinion, when i compare the number of downloads with reactions, i think why am i still doing this...
Keep up the good work and thanks for all the contributions you have made.
Thank you for your encouragement. I would also like to take this opportunity to thank you for all the work you have put into the game over the years. Your contributions have given me countless enjoyable and exciting hours in front of my PC, and I truly appreciate that.
bondjamesbond
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Re: Panzer Corps Reimagined

Post by bondjamesbond »

Tobi72 wrote: Tue Aug 25, 2026 5:47 am
bondjamesbond wrote: Mon Aug 24, 2026 11:19 pm Fair enough—since I can't post screenshots of my playthrough here, I'll wait for the Russian version. That said, it's great to see that you've put the AI ​​to work while in retirement.

Great – since we’re not allowed to post screenshots from this project here, I’ll wait for the Russian version. It’s brilliant, though, that even though you’re retired, you’ve managed to get the AI working.
As I already announced, I am stepping back from modding and from publishing new content here on the forum, and that decision has not changed. I consider the other projects I still have posted here in the forum to be finished.

To be honest, I simply no longer have the motivation to spend 10–14 days working on a campaign, or several months developing a mod, only to find that in the end it interests just a handful of people. If you then subtract the numerous bots that also download files and artificially inflate the numbers, the actual response to all that work can be rather frustrating.

Of course, I am well aware that Panzer Corps is an old game and that the people who are still genuinely interested in it probably represent only a relatively small but dedicated core community.

Some time ago, I therefore started working with my AI to make the whole process much more efficient, and that is how the idea for this project came about.

I have now reached the point where I can spend perhaps 5–10 minutes writing a detailed description of the scenario or campaign I want, and depending on the complexity, 5–30 minutes later I have a playable result.

And Sol keeps getting better the more we train and refine the process together.

With this project, download numbers are no longer important to me. I no longer feel any pressure to finish something simply because I once announced or started it. From now on, I will only publish things here that I personally enjoy and that I think are worth sharing with those who are genuinely interested in following this experiment.

That makes the whole process much more enjoyable for me again.
-----------------------------------------------------------------------------------------------------------------------------------
If by "progress" you mean this documentation and the associated feedback and so on—by all means, that is welcome. :D YES.png
------------------------------------------------------------------------------------------------------------------------------------
But not something like this or Gif`s! :evil: NO.png
At first, these scenarios and maps seemed pretty basic. But when the AI stopped me in my tracks and crushed me, I got really mad. As I understand it, with such low prestige on the second map, should I conserve every one of my Ukrainian units, or—on the first map—avoid spending it on elite reinforcements if they’ve taken damage in battle? Anyway, I’m attaching screenshots and replays of my battles. I’ll have to replay them and not be so careless with my AI opponent. )))
Image Image Image Image
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Why doesn't destroying enemy warehouses give me bonus units or extra prestige?
Translated with DeepL.com (free version)
nikivdd wrote: Tue Aug 25, 2026 5:08 pm Very intriguiging topic. It must have taken quite some time to train gtp to the point that it starts to be rewarding. For the last week i am having a gtp discussion about Panzer General, analyzing and mapping all PG files and 20+ year old modding tools. I have no specific direction with this but it is shocking to experience how AI has evolved in the last couple of years.
To be honest, I simply no longer have the motivation to spend 10–14 days working on a campaign, or several months developing a mod, only to find that in the end it interests just a handful of people. If you then subtract the numerous bots that also download files and artificially inflate the numbers, the actual response to all that work can be rather frustrating.
I share your opinion, when i compare the number of downloads with reactions, i think why am i still doing this...
Keep up the good work and thanks for all the contributions you have made.
Thank you so much, and I have great respect for what you’re doing! But if you want to be famous and fill stadiums, you should form a rock band called Panzer Corps Beatles—then you’ll have your moment of glory and success again. But in our game, only the true fans remain, since the game is already over 15 years old!
Attachments
(25.08.2026) Vor dem Sturm, Runde 20.rar
(98.14 KiB) Downloaded 4 times
(25.08.2026) Der Gegenstoß, Runde 24.rar
(97.96 KiB) Downloaded 5 times
https://mynickname.com/id73473
Image
Tobi72
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Re: Panzer Corps Reimagined

Post by Tobi72 »

Hello Bond, thanks for the feedback. First of all, let me put your mind at ease: I fell for the AI's traps too. Sol had actually told me she made the first three missions a bit easier so players wouldn't lose heart right away... haha. As for why you don't get a bonus for destroying supply depots... well, Sol placed them assuming that—since they have a classification of 6 in the unit file—they would act like bunkers or strongpoints; in the second campaign, she swapped the depots for combat units. That campaign was the first one she created entirely on her own without my input, so please go easy on her. For the second campaign, my advice to the player is to advance extremely cautiously; Sol positioned the enemy troops very well and even configured their actions using zones. It’s best for the player to set a higher prestige level for themselves—you can do this in the settings before starting the campaign. Just a bit of friendly advice from me.

Here are my replays of all three missions.
Replays.zip
(428.88 KiB) Downloaded 3 times
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In the second campaign, the player will notice that Sol has already made significant improvements in the way the landscape is distributed. Instead of creating large, compact blocks of forests and farmland or placing hill chains too evenly across the map, she now uses smaller and more irregular terrain areas. The hill chains also run in different directions and are distributed more naturally across the map. This creates much smoother transitions between the different terrain types and makes the maps feel considerably more organic and less artificial.

Sol has also improved the tactical positioning of units. Minefields are now deliberately placed at important road and river crossings. Towns are reinforced with artillery, anti-aircraft units and other suitable forces, making their defenses much more effective. Artillery is positioned as close as possible behind the towns, while anti-aircraft units can protect both the settlement and the artillery positions.

In two missions, Sol has also planned reinforcements for the player. These are connected to an additional victory condition: the complete destruction of certain enemy special units. Successfully completing this optional objective rewards the player with additional bonus prestige.

Unit balancing has improved as well. ATGM units still appeared a little too frequently in towns, but this is mainly a matter of further training and can be adjusted accordingly.

Sol was already capable of managing five or six different AI zones within a scenario. However, we deliberately reduced this number to three in order to minimize the risk of errors. She was also able to independently configure units to move towards Zone 1 as soon as the first flag within that zone changed ownership.

This is an important step forward for the gameplay experience, because it allows the enemy to react increasingly dynamically to the player's actions instead of simply remaining in predetermined positions.

And the learning process is far from finished. Step by step, we will continue to practise and train additional actions, triggers, AI behaviours and other scenario functions. With every new function, the goal is for Sol to become increasingly capable of independently designing more varied and dynamic scenarios.
Last edited by Tobi72 on Tue Aug 25, 2026 8:37 pm, edited 1 time in total.
Tobi72
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Re: Panzer Corps Reimagined

Post by Tobi72 »

The second campaign, featuring four missions, is ready for download.See above
bondjamesbond
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Re: Panzer Corps Reimagined

Post by bondjamesbond »

Tobi72 wrote: Tue Aug 25, 2026 8:02 pm Hello Bond, thanks for the feedback. First of all, let me put your mind at ease: I fell for the AI's traps too. Sol had actually told me she made the first three missions a bit easier so players wouldn't lose heart right away... haha. As for why you don't get a bonus for destroying supply depots... well, Sol placed them assuming that—since they have a classification of 6 in the unit file—they would act like bunkers or strongpoints; in the second campaign, she swapped the depots for combat units. That campaign was the first one she created entirely on her own without my input, so please go easy on her. For the second campaign, my advice to the player is to advance extremely cautiously; Sol positioned the enemy troops very well and even configured their actions using zones. It’s best for the player to set a higher prestige level for themselves—you can do this in the settings before starting the campaign. Just a bit of friendly advice from me.

Here are my replays of all three missions.
Replays.zip
-----------------------------------------------------------------------------------------------------------------------
In the second campaign, the player will notice that Sol has already made significant improvements in the way the landscape is distributed. Instead of creating large, compact blocks of forests and farmland or placing hill chains too evenly across the map, she now uses smaller and more irregular terrain areas. The hill chains also run in different directions and are distributed more naturally across the map. This creates much smoother transitions between the different terrain types and makes the maps feel considerably more organic and less artificial.

Sol has also improved the tactical positioning of units. Minefields are now deliberately placed at important road and river crossings. Towns are reinforced with artillery, anti-aircraft units and other suitable forces, making their defenses much more effective. Artillery is positioned as close as possible behind the towns, while anti-aircraft units can protect both the settlement and the artillery positions.

In two missions, Sol has also planned reinforcements for the player. These are connected to an additional victory condition: the complete destruction of certain enemy special units. Successfully completing this optional objective rewards the player with additional bonus prestige.

Unit balancing has improved as well. ATGM units still appeared a little too frequently in towns, but this is mainly a matter of further training and can be adjusted accordingly.

Sol was already capable of managing five or six different AI zones within a scenario. However, we deliberately reduced this number to three in order to minimize the risk of errors. She was also able to independently configure units to move towards Zone 1 as soon as the first flag within that zone changed ownership.

This is an important step forward for the gameplay experience, because it allows the enemy to react increasingly dynamically to the player's actions instead of simply remaining in predetermined positions.

And the learning process is far from finished. Step by step, we will continue to practise and train additional actions, triggers, AI behaviours and other scenario functions. With every new function, the goal is for Sol to become increasingly capable of independently designing more varied and dynamic scenarios.

Image Image Image Image
Image Image Image Image
Image
Well, your AI defends itself skilfully and launches counter-attacks! Also, sometimes the terrain doesn’t give you enough room to manoeuvre. I’ve completed the second map but lost all my tanks. Let’s see if I’ve got enough strength left to capture all the key points in the third map. My troops are really suffering from a lack of prestige.

It really is strange that the Ukrainians don’t have any sapper units! But for a master craftsman like you, it probably wouldn’t be too difficult to create them or adapt existing ones from other nations.
viewtopic.php?t=121593

Now I often come up with characters, though they don’t always last very long )))
Attachments
(26.08.2026) Vor dem Sturm, Turn 17.rar
(98.17 KiB) Downloaded 5 times
(26.08.2026) Der Gegenstoß, Turn 20.rar
(99.28 KiB) Downloaded 4 times
https://mynickname.com/id73473
Image
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