Weekly Turn Mod -UPDATED 1st JULY - Final Update
Moderators: firepowerjohan, Happycat, rkr1958, Slitherine Core
Weekly Turn Mod -UPDATED 1st JULY - Final Update
Weekly Turns Mod 1.03
By Jack W
This should now be totally fixed.
UPDATED:
Fixed Convoy amounts (thanks Ancient)
Fixed ridiculous unit cost bug.
Suez loop turns changed to 1 (Thanks vypuero)
DOWNLOAD:
http://files-upload.com/336243/WeeklyTurnsMod.zip.html
Back up your DATA FOLDER FIRST ! (Backup is included in file)
Copy and paste the data folder
directly into your 'Commander Europe At War' folder
overwriting the files.
PLAYABILITY:
You will get a very historically accurate game using this mod.
I successfully played as the Axis and performed all the historical battles with good results.
Poland will fall 3rd or 4th week in September 1939 and you will get very pleasing results if you play historically.
I strongly suggest you use the following options to play:
Fog Of War ON
Oil Consumption ON
NO Random Research
CHANGES:
1 Turn = 1 week.
Production remains the same but costs are scaled accordingly to take this into account and balances well:
All units costs, build costs, upgrades, research lab costs, rail costs, transport costs etc. have been increased by a factor of 3.
Unit & Commander build times scaled accordingly by x 3.
Efficiency regain, Manpower increase and other relevant values have been scaled down by a factor of 3.
African loop turns have been increased by a factor of 3.
Convoys take the same time (every 4 turns) so I have scaled down the maximum convoy sizes by a factor of 3.
After some research, I have added 3 completed techs to Germany's starting technology:
Blitzkrieg 2/6
This adds +1 Ground Attack and +1 Shock and +1 Oil to Armoured units.
This looks exactly like what Armoured Tactics effects Germany had in September 1939, with the increased Oil use due to fast-manoeuvring and far-reaching Armoured thrusts, shock effects and superior ground attack tactics with Tanks.
Artillery 1/5
This adds +1 shock to Infantry.
Again, this sounds like historical Germany in 1939 with concentrated & coordinated Artillery Barrages as part of Blitzkrieg.
Finally,
Close Air Support 1/6
This adds +1 Shock to Tactical Bomber units.
This resembles German dive-bombing tactics (shock effects) as part of their Blitzkrieg tactics.
The above 3 additions were all carefully considered, and upon playing you will find you will achieve historical results.
COMMANDERS
I have left commanders' cost the same. In my opinion you should be able to afford at least Guderian and Manstein before attacking France...
RECOMMENDATIONS
I strongly recommend using 2 other mods with this mod for your further enjoyment:
Robjess Modded Maps:
viewtopic.php?t=3639
This is a beautifully rendered map. In my opinion it really adds some atmosphere and immersion.
Fintilgin's Graphics Pack:
viewtopic.php?t=3591
This is a must-have.
It adds special icons that easily let you see which units you have moved in your turn and also Nazi flags for Germany.
By Jack W
This should now be totally fixed.
UPDATED:
Fixed Convoy amounts (thanks Ancient)
Fixed ridiculous unit cost bug.
Suez loop turns changed to 1 (Thanks vypuero)
DOWNLOAD:
http://files-upload.com/336243/WeeklyTurnsMod.zip.html
Back up your DATA FOLDER FIRST ! (Backup is included in file)
Copy and paste the data folder
directly into your 'Commander Europe At War' folder
overwriting the files.
PLAYABILITY:
You will get a very historically accurate game using this mod.
I successfully played as the Axis and performed all the historical battles with good results.
Poland will fall 3rd or 4th week in September 1939 and you will get very pleasing results if you play historically.
I strongly suggest you use the following options to play:
Fog Of War ON
Oil Consumption ON
NO Random Research
CHANGES:
1 Turn = 1 week.
Production remains the same but costs are scaled accordingly to take this into account and balances well:
All units costs, build costs, upgrades, research lab costs, rail costs, transport costs etc. have been increased by a factor of 3.
Unit & Commander build times scaled accordingly by x 3.
Efficiency regain, Manpower increase and other relevant values have been scaled down by a factor of 3.
African loop turns have been increased by a factor of 3.
Convoys take the same time (every 4 turns) so I have scaled down the maximum convoy sizes by a factor of 3.
After some research, I have added 3 completed techs to Germany's starting technology:
Blitzkrieg 2/6
This adds +1 Ground Attack and +1 Shock and +1 Oil to Armoured units.
This looks exactly like what Armoured Tactics effects Germany had in September 1939, with the increased Oil use due to fast-manoeuvring and far-reaching Armoured thrusts, shock effects and superior ground attack tactics with Tanks.
Artillery 1/5
This adds +1 shock to Infantry.
Again, this sounds like historical Germany in 1939 with concentrated & coordinated Artillery Barrages as part of Blitzkrieg.
Finally,
Close Air Support 1/6
This adds +1 Shock to Tactical Bomber units.
This resembles German dive-bombing tactics (shock effects) as part of their Blitzkrieg tactics.
The above 3 additions were all carefully considered, and upon playing you will find you will achieve historical results.
COMMANDERS
I have left commanders' cost the same. In my opinion you should be able to afford at least Guderian and Manstein before attacking France...
RECOMMENDATIONS
I strongly recommend using 2 other mods with this mod for your further enjoyment:
Robjess Modded Maps:
viewtopic.php?t=3639
This is a beautifully rendered map. In my opinion it really adds some atmosphere and immersion.
Fintilgin's Graphics Pack:
viewtopic.php?t=3591
This is a must-have.
It adds special icons that easily let you see which units you have moved in your turn and also Nazi flags for Germany.
Last edited by IanF1966 on Sat Jun 30, 2007 11:05 pm, edited 7 times in total.
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- Site Admin
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There are plenty of places that will host the files for free. It's a bit tricky for us to do it because we'd need to allow access and then try and cap how much sapce was used to prevent hacking through to other parts of the server etc. We'll look in to it but it's not something we can set up easily.
I did a quick search and found these guys - http://files-upload.com/
Others may be able to recomened better sites.
I did a quick search and found these guys - http://files-upload.com/
Others may be able to recomened better sites.
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- Brigadier-General - 8.8 cm Pak 43/41
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Interesting, good luck with that mod Jack! 

Johan Persson - Firepower Entertainment
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
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- Private First Class - Wehrmacht Inf
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- Joined: Sun May 27, 2007 1:58 pm
Re: Weekly Turn Mod -UPDATED 30th JUNE
Why? If you've tripled the costs of everything, and kept all other production the same, it doesn't make any sense to reduce convoys.jack_w wrote:Convoys take the same time (every 4 turns) so I have scaled down the maximum convoy sizes by a factor of 3.
Re: Weekly Turn Mod -UPDATED 30th JUNE
In the basic game convoys appear every 4 turns (80 days) and have a full cargo of production points.ancient wrote:Why? If you've tripled the costs of everything, and kept all other production the same, it doesn't make any sense to reduce convoys.jack_w wrote:Convoys take the same time (every 4 turns) so I have scaled down the maximum convoy sizes by a factor of 3.
In the mod, if I increased the turn time by x3 to 12 turns (84 days) indeed we could keep the same amount of production points.
However, this makes for long periods of the Axis player doing not much -especially in between the fall of Poland and 1940.
Instead, I chose to keep the convoys running every 4 turns (28 days in the scaled-down weekly turns) and simply reduce their cargo to 33% of normal.
They run three times as frequent so the production points they carry add up to the same amount.
Not only this, but it makes for more interesting play with Sub Hunting/Sub Attacks.
Re: Weekly Turn Mod -UPDATED 30th JUNE
They shouldn't be the same amount though, they should be three times that, in light of all other production being tripled.jack_w wrote:They run three times as frequent so the production points they carry add up to the same amount.
Re: Weekly Turn Mod -UPDATED 30th JUNE
I mean the same amount in total:ancient wrote:They shouldn't be the same amount though, they should be three times that, in light of all other production being tripled.jack_w wrote:They run three times as frequent so the production points they carry add up to the same amount.
e.g.
Basic Game:
ALLIED_TURNS_BETWEEN_CONVOYS 4 Turns (every 80 days)
NORTH_ATLANTIC_CONVOY_SIZE 200 = 200 pts shipped over 80 days maximum.
MID_ATLANTIC_CONVOY_SIZE 80
SOUTH_ATLANTIC_CONVOY_SIZE 40
Modded Game:
ALLIED_TURNS_BETWEEN_CONVOYS 4 Turns (new time of every 28 days)
NORTH_ATLANTIC_CONVOY_SIZE 66 = 198 pts shipped over 84 days maximum =same amount as above.
MID_ATLANTIC_CONVOY_SIZE 26
SOUTH_ATLANTIC_CONVOY_SIZE 13
It means that the UK gets the same amount in smaller convoys but more frequently.
Re: Weekly Turn Mod -UPDATED 30th JUNE
I know what you mean, but if you haven't reduced land based production by the same proportion (and you still get it every turn), then in real terms convoys only bring a third of what they do in the original game.jack_w wrote: I mean the same amount in total:
e.g.
Basic Game:
ALLIED_TURNS_BETWEEN_CONVOYS 4 Turns (every 80 days)
NORTH_ATLANTIC_CONVOY_SIZE 200 = 200 pts shipped over 80 days maximum.
MID_ATLANTIC_CONVOY_SIZE 80
SOUTH_ATLANTIC_CONVOY_SIZE 40
Modded Game:
ALLIED_TURNS_BETWEEN_CONVOYS 4 Turns (new time of every 28 days)
NORTH_ATLANTIC_CONVOY_SIZE 66 = 198 pts shipped over 84 days maximum =same amount as above.
MID_ATLANTIC_CONVOY_SIZE 26
SOUTH_ATLANTIC_CONVOY_SIZE 13
It means that the UK gets the same amount in smaller convoys but more frequently.
thanks you very much for the link, i was not know any site that host files for free, as much sites are pay sites about it, this link have more applications aside host or upload a mod for the game, thanks!!!iainmcneil wrote:There are plenty of places that will host the files for free. It's a bit tricky for us to do it because we'd need to allow access and then try and cap how much sapce was used to prevent hacking through to other parts of the server etc. We'll look in to it but it's not something we can set up easily.
I did a quick search and found these guys - http://files-upload.com/
Others may be able to recomened better sites.

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- Administrative Corporal - SdKfz 232 8Rad
- Posts: 154
- Joined: Wed Jun 13, 2007 6:59 am
For convoys you will also have to take into account convoys below 10pp not deploying as those south convoys will hardly ever appear?
then you have the additional lethality of any individual u-boat against a convoy. Originally you have 4? opportunities to attack a convoy and changing the time scale now gives 12 ?
then you have the additional lethality of any individual u-boat against a convoy. Originally you have 4? opportunities to attack a convoy and changing the time scale now gives 12 ?
greetings, i think it is not a big issue to wait trough july as the developers have planned to release the patch for mid july they have said, but in the scenario file you can mod more things, i will make explanation about it in my post in matrix games, however backup of the scenario file before changing it is a must rule, in example i give Germany more than 11 oil production by turn, and make united states and russia more than 0 initial war effort, i are going to explain it in matrix that is where the picture was uploaded, i do not know how to post pictures yet in this forum format...jack_w wrote:Not yet I dont think...maybe wait for the Editor.
Right now theres no way to place units, only to assign starting techs.
http://www.matrixgames.com/forums/tm.asp?m=1492410
hope it helps,
with best regards,
alaric.
Yes, but the allies also have 12 opportunities to defend those convoys and the u-boats still have to find the convoys.davetheroad wrote:
then you have the additional lethality of any individual u-boat against a convoy. Originally you have 4? opportunities to attack a convoy and changing the time scale now gives 12 ?
I've played this as the Axis so far and it is rare that I can inflict lots of convoy losses. The escorts swarm upon them to protect them.
Only in 1941 when as the Axis I have 5 upgraded u-boats can I use wolf-pack tactics, where I space them out to provide visibility across the atlantic and then 'gang-up' on any convoys that appear.
I think it plays very well. If there is a call for something else though I suppose I could make Destroyers build faster, but I don't want to change unit attack values - that would mess up the balance.
I don't understand what you mean by these south convoys not deploying?For convoys you will also have to take into account convoys below 10pp not deploying as those south convoys will hardly ever appear?