Hehe, maybe I have badly explain my whole projects. I should rewrite the front page, now that it really take form thanks to the campaign system from MC 2.0.
Each campaigns I made are in the same setting. My scenarios are a ways to tell my story. In my project, I even consider the story as important as the scenarios themselves
Each chapters from the same country are meant to be played with the same core. You begin with "chapter 1" from one country, then other chapters will be released for that faction allowing you to continue the story with the core you had in the "chapter 1" of said country. That's what you have done with the two russians chapters currently released. More russians chapters will arrive in the future, allowing you to continue to use your core in new opearations that will happen in my story; but Russia will not be the only one to have a long campaign linking every of it's chapters!
The campaigns you began in Syria with the US or in Mali with France will also have sequels allowing you to continue to play with the cores you created with them. When I sayed my project is big, I was not joking
Thus, the campaign that I am creating in Afghanistan with the British are in the same setting than the others, but it's just another "chapter 1", where you will start a new core with the British army. the British troops you'll have will be send in other theatres in future campaigns focused on them.
Part 2 continue some of those campaigns and start the Ukrainian one.
Part 3 will also continue some of those campaigns and (spoil

) start the Turkish one.
Part 4 will do the same etc...
If you look my first post, you'll see that I have divided my campaigns into parts. Each part tell a particular part of the story in one particular time period of my story.
The first one "The World Order" shows the setting and the first hints of what will happen.
- in the US campaign, you see the US supporting it's allies in vast international coalitions. In mission 2, France and the UK send you some help; but the player also see that the game is not that easy. ISIL is the ennemy, but the SDF that the player support has some problems with the syrian regime, leading to political turmoil and a fight against SAA with russians support at Khasham. (historical battle, by the way. This one was very hard to represent with panzer corps mechanics). The stage and the main actors are ready ;
- in the European one, you see the reliance of some important actors towards the US and international institutions. Playing with the French, you'll have sometimes a few support for acquiring intels from the US and a unit of German mine defusers is send from MINUSMA (the U.N. force in Mali). they are anecdotical in the scenario, but they tell something important from a storytelling point of view

That's what is the "world order" from the title ;
- the British one will be during the US withdrawal from Afghanistan. The player core is deployed to accomplish a last task before the US go away, and the US will do their plan without taking anything into account from their British partners, causing the first distrust between various NATO members (yes, I have planned a division inside NATO, that's why there is Europe, US and UK campaigns; and no NATO ones

) ;
- in the Russian one, you see how the first shows of weakness and divisions among allies push other countries to take more agressive actions.
And here start "Part 2: Destabilization", about the invasion of Ukraine.
This part have 3 chapters. In 2 of them, you continue previous chapters : the Russian one (you have already played it) and the US one (not released yet). The last one start a new long campaign about Ukraine.
Part 3 will have the 3rd Russian chapter ; 2nd european chapter ; 2nd British chapter ; 1st Turkish chapter.
I am just beginning to tell my story
