Partial list for now.
V2.20 changes
* Added graphics images for the Slovak corps. It’s needed for some of the later scenarios.
It was omitted in the PC version.
* France surrenders if Paris is vacated after June 1940. This could cause the Allied AI
to lose France prematurely. Changed code so the check is only made if the Allied
player is not AI.
* Players got a message about Allied aggression when the Axis attacked Holland if the
Allies had earlier attacked Belgium. Now they won’t get this message
* Canadian reinforcements used to spawn when Belgium was conquered. This was intended
for the Axis attack on Belgium, but forgot the situation where the Allies attack
Belgium in September 1939. Then the Canadian reinforcements would arrive early and
not when the Allies are on the run in Belgium. This is now fixed so the Canadian
reinforcements will only arrive at the end of the Axis March 19th 1940 turn if the
Allies attacked Belgium first. If the Axis attack Belgium first the Canadian
reinforcements will arrive when Belgium surrenders as before.
* The game would show a chance for Italian early activation if Belgium was attacked,
but not conquered. This message will only show if there aren’t enough Allied naval
units in the Mediterranean and Belgium is conquered.
* Rail gauge conversion could happen between friendly countries like Persian standard
gauge rail being converted into Russia. This is now fixed so Allied controlled
standard gauge rail heads can’t convert rail into Russian controlled broad gauge
hexes and vice versa unless Russia is conquered.
* Fixed a bug regarding Russian rail head movement.
* Increased the number of rail depots / cities needed in Finland / Estonia from 2 to 3
so Finland would never ask for armistice unless Russian troops have captured at least
one city / rail depot in core Finland. Change is done because rail depot of Tartu
in Estonia was added before and number of cities was not increased because of the
addition. This is now fixed
* Let the UK southern lend lease route be stopped if London is Axis controlled. Then the
15 PP's will be kept by the UK and not sent to Russia. UK would not be in a position
to support other major powers with lend lease if they have barely enough PP's to stay
above 0 (without convoys).
* Make sure that Free French forces won't be placed on the map as units that can't move
if Vichy France is DoW'ed when USA is still neutral (controlling power of the Free
French). Instead these Free French units go to the US force pool so they can be
safely placed once USA join the war.
* Fixed a vanilla game bug regarding supply level 5 flowing through the Gibraltar port
into Africa. Other rules prevented supply level 4-5 in French North Africa and Libya,
but not Egypt. So Germany could suddenly get rail supply in Egypt if they had a
contiguous like from Egypt to Gibraltar.
* Changed terrain around Tobruk and Mareth to allow better movement around those hexes.
*Changed terrain in Iran, Iraq, and Turkey. Moved border lines between Persia, Iraq,
Russia, and Turkey to correct some deficiencies. Added river Karun in Persia. Yerevan
was added as a Rail Depot in Russia on border with Turkey and Persia.
* Altered terrain in UK. Added forest and clear hexes. Glasgow was moved 1 hex. Clydebank
was added as name for the Glasgow port. Devonport was added as name for the
Plymouth port. These were 2 of the main naval bases in UK during ww2.
* In the event of Sealion, UK forces in Egypt, Iran will fully activate to be available
for the defense of Britain. Italy will also activate. If Sealion occurs in 1939 or
1940, once Axis forces land anywhere in Britain, 2 GAR will form in the forcepool.
If Sealion occurs in 1941 4 GARs will be available for defense of Britain.
* When German forces land in Libya, UK forces in Egypt and Iraq will activate.
* Added rail depot in France called Calais. This will later become a fortress as
one of the Atlantic wall fortresses.
* Updated message system at start of turn to provide historical images from the war and
more space to explain the various events from Combat operations, Political events,
and Surrender of nations.
* Updated the begin turn weather information dialog box to show the weather zones and
how they affect land and Sea areas
* Added weather overlay that can be displayed over the map in game. Can be toggled
on or off by pressing the letter 'w'. Default can be set in game options.
* Changed retreat rules. Air units will always retreat. Naval units may now retreat
during combat. Subs and convoys start with 0, BB's, CV's start with 10, DD's with 20,
Transports with 30. For each step loss below 10 on the defender the chance goes up
by 5, the retreat chance may go down by 5 for each step loss below 10 on the attacker.
Defenders will not retreat from ports.
Battle example. A UK 9 step BB attacks an 8 step Italian DD. Combat result is 3:1
so the BB has 8 steps and the DD 5 steps after battle.
Base retreat chance is 20% (destroyer). Modifier for defender = 5*(10-5) = 25%.
Modifier for attacker is 5*(10-8) = 10%. So end change = 20% + 25% - 10% = 35%.
* Convoys will start to retreat if the value falls below 10.
Naval combat expanded.
* New ASW rules.
a) Surface vessels after movement may perform an ASW sweep to look for hidden subs.
b) ASW sweeps that are successful will attack the first sub revealed and reveal any
other hexes that were swept.
c) The hex clicked on has 2x base probability depending on unit performing the sweep.
d) Base Probability - Convoys and subs is 0 (ie can not sweep), Transports 15,
BB's 35, DD's and CV's 50 . Sweep chance is raised by 10 (ASW) and 5 (Radar)
for each level. Sweep chance is lowered by 10 by Rough Seas and by 10 for each
enemy sub level.
f) Player may press 'm' to have units remain in hex and perform sweep instead of
moving or attacking. Once 'm' is pressed you are committed to perform a sweep
or not. You can not change your decision.
g) If a surface unit stops movement on top of an enemy sub on Sentry 'Zzz' the enemy
sub will be moved to the nearest empty hex. The surface unit may then perform an
ASW sweep.
* New Sub rules.
a) Subs that are hidden will stop attack any enemy vessel that runs into the
enemy sub hex.
b) Subs that attempt to move into an opposing sub hex will be bounced as before.
This behavior is the same as earlier version of CEAW-GS.
c) Subs may be placed on Sentry 'Zzz' by pressing the letter 'z' or 's'.
d) Subs on Sentry 'Zzz' will allow any surface vessels to travel over the hex.
Enemy ships will not be stopped or attacked.
e) Subs that are revealed by ASW sweep / attack and or attacked may evade the attack
with no losses.
f) Subs that attack or were ran into will not evade counter attacks.
g) Sub evade base probability - BB's & FTR's - 75, TAC's - 60, CV's, DD's, SB'a - 50 .
Evade chance is raised by 10 for Rough Seas and each sub tech level.
Evade chance is lowered by 10 for each enemy ASW and 5 for each radar tech level.
* Player may toggle sub units on sentry 'Zzz' after movement by using Right-click.
* Subs that use the swap function will be invisible after the swap.
* Units railed can be placed on sentry 'Zzz' by using Right-click.
* When Turkey is invaded by Axis forces, Russia will go on a war footing once an Axis unit
enters Turkey.
* Added some changes to technology. Subs get +1 anti aircraft at submarine tech 2 and 6
and DD, BB + transport get +1 anti aircraft at surface ships tech 5.
* Italy will receive extra production while neutral or Port Said is captured by Axis.
The extra production is set to 4 PP's and is modified by war effort.