Strategic Command WWII: War in Europe cover
Strategic Command WWII: War in Europe screenshot
Genre: Strategy, Turn-based strategy (TBS)

Strategic Command WWII: War in Europe

Strategic Command WWII: War in the Pacific - Release date announced



We're thrilled to announce that Strategic Command WWII: War in the Pacific will be out on June 25th.

Soon you'll be able to battle through land and sea, commanding the forces of 7 Major powers: Japan, Australia, China, Communist China, USA, UK and USSR. The 1941 Day of Infamy campaign is coming with 36.000 hex map, get ready to re-fight the 20th century's greatest conflict in the Pacific.

If you haven't yet, register for the beta, in the meantime you can find a feedback article here.

https://store.steampowered.com/news/app/2740080/view/4196868529804365749

Remember to wishlist the game, victory awaits.

https://store.steampowered.com/app/2740080/Strategic_Command_WWII_War_in_the_Pacific/

Strategic Command WWII: War in Europe - update v1.29.00

A new update is available for Strategic Command WWII War in Europe.

Here is the full changelog:

GAME ENGINE
- Fixed a disappearing AI unit under rare circumstances (Lothos).
- Fixed an introduced transport issue that did not allow land units to transport when adjacent a 'frozen' port that was not convered in ice.
- Fixed a MOBILIZATION_4_EVENT error that did not properly structure a DECISION like event that other events could link to (Lothos).
- Fixed an issue for AI ai units where they could incorrectly fly over NEUTRAL territory to otherwise strike 'unreachable' target hexes (Lothos).
- Fixed a TERRITORY event crash error for when COUNTRY_ID= 0 (Lothos).
- Added a new 'windowed mode' in the SETTINGS screen which will allow players to play the game in a moveable window on their desktop.

All Campaigns
- Added Chapayev and Kalinin as Soviet Light Cruiser names to all foreign language files (Machredsch).

Strategic Command WWII: War in Europe - Summer Conquest Tournament

A new official tournament for Strategic Command WWII: War in Europe is about to begin. Take on other players and play both sides to see who will come out on top in three maps. Every map will cover one round, each lasting 45 days. The Strategic Command WWII: War in Europe -  Summer Conquest Tournament will start on July 17th 2023 at 01.00 GMT

1944 - D-Day to Berlin - The war is now progressing in favor of the Allies and the time has come to defeat the Reich. On to Berlin!

1942 - Case Blue - The Soviet Union has been weakened, but not defeated, during its first year at war. Can the Axis win a victory in the east before the USA becomes a major factor in the war?

1941 - Operation Barbarossa - The Axis turn their attentions once again to the east. Will the Red Army's stubborn defence ultimately lead to the downfall of the Axis?

If you’re not familiar with Slitherine’s PBEM system, here’s how it works: the system will pair you with opponents and create your PBEM games for you automatically. You will be notified by mail of when the tournament is starting and when it is time to play your turns. The tournament follows the Swiss Tournament rules.

Sign up for the Summer Conquest Tournament to test your skills and climb the leaderboard! All you need to do is own the game and opt in here.

Have fun!

https://store.steampowered.com/app/593030/Strategic_Command_WWII_War_in_Europe/

Strategic Command WWII: War in Europe - Summer Conquest Tournament

A new official tournament for Strategic Command WWII: War in Europe is about to begin. Take on other players and play both sides to see who will come out on top in three maps. Every map will cover one round, each lasting 45 days. The Strategic Command WWII: War in Europe -  Summer Conquest Tournament will start on July 17th 2023 at 01.00 GMT

1944 - D-Day to Berlin - The war is now progressing in favor of the Allies and the time has come to defeat the Reich. On to Berlin!

1942 - Case Blue - The Soviet Union has been weakened, but not defeated, during its first year at war. Can the Axis win a victory in the east before the USA becomes a major factor in the war?

1941 - Operation Barbarossa - The Axis turn their attentions once again to the east. Will the Red Army's stubborn defence ultimately lead to the downfall of the Axis?

If you’re not familiar with Slitherine’s PBEM system, here’s how it works: the system will pair you with opponents and create your PBEM games for you automatically. You will be notified by mail of when the tournament is starting and when it is time to play your turns. The tournament follows the Swiss Tournament rules.

Sign up for the Summer Conquest Tournament to test your skills and climb the leaderboard! All you need to do is own the game and opt in here.

Have fun!

https://store.steampowered.com/app/593030/Strategic_Command_WWII_War_in_Europe/

Strategic Command WWII: War in Europe - v1.27.00

A new update is available for Strategic Command WWII: War in Europe.

Here is the full changelog:

GAME ENGINE
- Fixed an upgrade tool error that would sometimes allow you to upgrade resources beyond available MPPs (Jkap).
- Fixed a unit movement error that did not fully update territorial control.

All Campaigns
- Coastal Guns' Naval Defense value increased from zero to one (Mithrilotter).

Strategic Command WWII: War in Europe - v1.26.00

A new update is available for Strategic Command WWII: War in Europe.

Here is the full changelog:

GAME ENGINE
- Fixed an issue with HQ attachments and the associated HQ ratings and experiences that could be lost under rare circumstances (Chernobyl).
- Fixed a FREE UNIT error that led to unattackable units if they formed on surrendered and occupied territory and assigned to a Major that was not yet fully mobilized and belligerent (klschult).
- Fixed an error that did not have AI controlled Minors properly upgrade when they could (Elessar2).
- Fixed an issue where subs that dove after an air unit attack did not always remain hidden (Mithrilotter).
- Fixed a National Morale bars drawing error when new Majors are created via a SURRENDER event (Lothos).
- Fixed a sub unit error that allowed you to regain full AP when setting the mode to Hunt after a swap (Soulcollector).
- Fixed a sub unit error that allowed you to regain full AP when setting the mode to Hunt after an attack (Spitfireca).
- Fixed a rare PBEM++ crash error (DethMorgaw).
- Fixed a Research Costs Refund error for games that have RESEARCH disabled (Beriand).
- Fixed a controlled movement error that would lead to a CTD when attempting to move over top of a sub that is hidden under a fully visible sea hex (Mithrilotter).
- Fixed an AI sub raiding error that had subs navigate towards active enemy convoy lines where they are not yet belligerent with the recipient nation (Lothos).
- Fixed an error that would incorrectly reveal silent subs during any type of replay under FoW if they have not yet been spotted (OldCrowBalthazor).
- Fixed an error where disabled resource upgrades were still able to upgrade (Lothos).
- Fixed an automatic preparation for war error that would lead to a CTD under rare circumstances (Yvan1326).
- Fixed a Special Forces amphibious embarkation issue that now has SF focus on available ports and adjacent hexes next to ports before other available embarkation hexes (kjgokc2007, petedalby).
- Fixed a CTD that may occur when using either the sleep, upgrade or reinforce tool and then clicking the prev/next unit buttons (Surt).
- Fixed an AI Transport error that would have AI transports at less than 50% strength possibly embark and then immediately return to port (Lothos).
- Fixed a rare pathfinding error that led to an in game freeze (Von Hugo).
- Fixed an AI turn sub diving error that did not properly hide player control subs from the AI after a dive (Mithrilotter).
- Fixed an issue where towns would sometimes change control, despite not entering or formally gaining control of the town, after being attacked by a unit that moved first before attacking (Chernobyl).
- Rebasing an air unit lowers its spotting range in half, and rebased air units can no longer swap with an adjacent unit (Elessar2, Duedman).
- Air units in fog/rain, snow or sandstorm weather will now have their spotting range reduced to 1 hex (Lothos).
- Air units that attack a unit in fog/rain, snow or sandstorm weather will no longer de-entrench.
- Pathfinding routine optimized with a 3X improvement for some of the worst long distance A to B pathfinding cases.
- Coastal Guns will now fire back at attacking naval units (archmache).
- Defender units that are destroyed before they can retreat will now output a 'Shattered' message to better indicate halved losses for the attacker (Taxman66).
- AI subs will now lock in to Hunt mode if the Fleet script is set to 'Naval Cruise' (Lothos).
- AI OFFENSIVE 'build up plans' will not automatically trigger versus a minor nation that is mobilized, unless the country owner of the OFFENSIVE plan is already at war with the parent of the minor target (Lothos).
- AI subs will no longer try and target land based convoys (Chernobyl).
- The automatic unit morale increase/decrease mechanism for friendly and enemy units upon a country surrender is now halved when more than 15% of the campaign has been played, e.g. the default impact will typically remain within the first year of the campaign.

EDITOR
- Placing a < symbol at the end of the #MAP_POSITION in STRENGTH scripts will allow for targeted units to be destroyed.
- Units set to a default of zero action points in the Editor can no longer transport.
- Enemy ZoC movement penalty values can now be separately set for land and naval units in the Movement Costs screen.

All Campaigns
- Change the river at Kherson (211,90) to use Major River tile 316 and 561 for the river mouth (Radar8717).
- Yugoslavia and Turkey’s unit facings changed (Hydra).
- Russian Armored Trains are now limited to Infantry Weapons level 2 (Taxman66).
- The cost of Anti-Aircraft Defense research reduced from 125 to 110 MPPs.
- AA units can now be upgraded to level 3 in Anti-Aircraft Defense.
- Soviet Garrisons, Special forces, Mechanized and Cavalry units corrected so they can only upgrade to level 2 Infantry Weapons rather than 3 (Duedman).
- Increased Attack increments for Amphibious Warfare research to 1 against Artillery, Rockets, Light Armour, Tanks, Aircraft and Anti-Aircraft units (Beriand; Chernobyl).
- Increased the base combat attack values for both types of Amphibious Transports from 0 to 1 against Artillery, Rockets, Light Armour, Aircraft and Anti-Aircraft units (Beriand; Chernobyl).
- Increased the chance of the Soviet AI investing in Anti-Aircraft Defense research (Michael Kollmann).
- Saudi Arabian convoy scripts corrected so an active Saudi Arabia will send MPPs to the once it is 10% pro-Allied or more, and also when the USA is still neutral (kischult).

1939 Campaign
- National Morale script triggered by the Allied capture of Oslo should Germany invade Norway via DE 644 added (Duedman).
- Set Lithuania to be 15% pro-Allied and also changed the ALIGNMENT_POSITION checks for DE 457 and DE 458 from Polotsk to Kaunas being in Allied hands, so as to avoid the connected MOBILIZATION_3 scripts from firing when the USSR annexes the Baltic States, but Germany has already annexed the country.
- Added a Strength script penalising Polish unit morale against the Axis AI at Intermediate and above (Mithrilotter).
- DE 601 will now trigger the deployment of a German Garrison unit in Copenhagen (OxfordGuy3).
- Amended the Strategy Guide to reflect that it is territory near Petsamo that transfers to the USSR if they win the Winter War, rather than Petsamo itself (OxfordGuy3).

1939 & 1940 Campaigns
- Changed DE 151 to just check for Paris being in Axis hands, rather than requiring an Axis unit being in Paris (Gilber).
- Duplicated DE 604 with DE 678 so that the same DE fires whether or not the UK supports the Free French (jkap).
- The USSR now receives an AA unit via the Production Queue in July 1940.
- France’s MPP boost on liberation increased from 75 MPPs for 3 turns to 200 MPPs for 3 turns (Mithrilotter).
- 6 and 10 hexes of Warsaw will now show on the map when relevant. Note that this does not take into account other political actions, e.g. the entrance of Axis Minors into the war, the independence or otherwise of the Baltic States, or whether or not Poland has been divided between Germany and the USSR (taffjones).
- The presence of an Italian naval unit within 10-12 hexes of the port of Southampton while Italy is neutral can now trigger the US mobilizing by 2-5% per turn (HarrySmith).

1939, 1940 & 1941 Campaigns
- Added alternative deployment locations for the Anti-Tank units that deploy at Gorky and also for the German Anti-Tank units that deploy at Warsaw (Duedman).
- Soviet Winter can now lead to the loss of Axis units if they are at low strength.

1941 Campaign
- Added #795= Annapolis to the non-English unit.txt files (canuckgamer).
- The USSR now has an AA unit at Kharkov.

1942, 1943 & 1944 Campaigns
- Sortavala (207,45) now starts as under Axis control (artak1998).

1944 Campaign
- Reduced the maximum Mobility upgrade on AA units from level 2 to 1.

Strategic Command WWII: War in Europe v.1.25.00 Update

A new update is available for Strategic Command WWII: War in Europe

Here is the full changelog:

GAME ENGINE
- Fixed a FoW unit reveal error when a hidden enemy unit is adjacent to a Land + Sea hex (BPINisBACK).
- Fixed an end of turn port control determination error for when adjacent enemy units are present, now it correctly only checks for adjacent enemy resources (boudi).
- Fixed a strike range estimated combat losses error that would show estimated losses for targets that could not be attacked due to poor weather effects (Mithrilotter).
- Fixed a neutral Major AI TRANSPORT script issue when attempting to transport to a friendly minor that is also active but not yet in the war, e.g. Italy to Libya (Lothos).
- Fixed a PURCHASE UNITS screen partial text display error (gwgardner).
- Fixed a rare PBEM++ save turn error (hansondavid4).
- Fixed an intelligence spotting report location information error for naval units when in spotted in port (Armuss).
- Fixed a reverse order bug for the cumulative summaries screen accessed via the 'L' hotkey (gwgardner).
- Fixed a bug that had could have Long Range Transports unload with supply = 11 (Bill Runacre).
- Fixed an HQ attachment range highlight error that did not properly reach all proper in range positions (LoneRunner).
- Fixed a FoW reveal error for enemy naval units hidden on neutral Major coastlines (Bavre).
- Windows scaling is now detected and reported in the SETTINGS screen, and listed resolutions will be relative to the current scaling setting as well.
- Subs can now dive up to 4 hexes away if applicable (Elesar2).
- AI Subs in Silent mode will no longer naval cruise (Lothos).
- Penalties/Bonuses will now check resources before terrain if a unit is on a terrain and resource hex (OxfordGuy3).
- Air units can now recon and attack in bad weather, all attacks in bad weather will be at 50% effectiveness.
- Special Forces can now amphibiously transport at damaged ports that are less than strength 5 (Mithrilotter).
- Subs that are at strength = 1, and then dive and lose a strength point and are subsequently lost, will now be properly reported as lost in the LOSSES screen (mdsmall).
- Map will now center of the Capital of any country that is preparing for war, or if they have entered the war.
- Maxed out research categories will now have any remaining research chits automatically reclaimed and MPP funds returned at 50% to the player.
- Mouse hovering over major rives now shows a +1 movement penalty in the Operational information panel (Professor Von-Wulfen).

EDITOR
- Fixed an issue that did not allow some AI scripts to use any #GOAL_POSITION with an x value = 0 (Lothos).

All Campaigns
- Updated the script headers to better explain the #AI= Values range settings (Lothos).
- Updated the Guard script headers relating to the first #FRIENDLY_POSITION (Lothos).
- National Morale script templates updated to say #COUNTRY_ID= Country ID associated with this event (this is the country that will either benefit or be penalized by the script) (redrum68).
- Increased Germany’s Rocket Build Limit to 3 (ElvisJJonesRambo).
- Fighters’ Strat Bomber attack values increased from 1 to 2 (HarrySmith).
- Anti-Air units’s Strat. Bomber attack and defense values now increase by 1.5 per level of Anti-Aircraft Defense research (HarrySmith).
- Soviet Shock Armies can now upgrade with 1 level of mobility (petedalby).
- ASW and Naval Weapons’ upgrade increments for Airships fixed (Metalogic; OxfordGuy3).
- The cost of Production Technology for the USSR has been reduced from 175 to 155 MPPs per chit.
- Erzurum is now an Industrial Center.
- Subs now have zero supply loss when attacked (Elessar2).
- All types of Cruiser now only gain defensive bonuses from ASW (mdsmall).
- Named the piece of the Basento River at 179, 104 (Checksum).
- Named the piece of the Kama River at 254, 65 (Checksum).
- Geneva and Zurich added as Swiss alternate capitals (Checksum).
- The cost of Anti-Tank research has been reduced from 150 to 125 MPPs for the USSR and Germany, and from 100 to 95 MPPs for all other countries (Mithrilotter).
- Infantry Weapons and Heavy Tanks research now provides a 0.5 increase in attack and defense values against Transports (HamburgerMeat).
- The Spanish Republican resistance can now provide intelligence to S.O.E. on an Axis build up in Spain from January 1943 rather than 1944 (wobbleguts).
- The National Morale scripts for the loss of Manchester and liberation of London will now display text correctly in all languages (Armuss).
- The following National Morale scripts now require Perm rather than Moscow to be in Allied hands to fire (BigJohn):
#NAME= USSR - Soviet Morale Improves As The War On The Eastern Front Continues
#NAME= USSR - Soviet Morale Improves As The War On The Eastern Front Continues (Continuous)
#NAME= USSR - USSR Morale Boosted From Allied Landings In France
#NAME= USSR - USSR Morale Boosted From Allied Landings In Italy
#NAME= USSR - Soviet Morale Is Boosted As Allied Forces Approach Berlin
- The National Morale script USSR - Soviet Morale Improves As The War On The Eastern Front Continues (Continuous) now provides 250 rather than 150 points per turn (BigJohn).
- Turkey is now a Soviet rather than UK Minor (BigJohn).
- Erzurum is now an alternative Turkish capital (Hebrock).
- Decreased the range for triggering the Volkssturm and Volksgrenadier Decisions at Konigsberg 4-6 to 4-5 hexes (dhucul2011).
- Extra Fortification added in Finland near Leningrad (Mithrilotter).

1939 Campaign
- If the USSR has been offered, and rejected, a Revised Borders Treaty then it will now swing only 3-5% towards the Allies rather than 7-10% if Germany annexes Lithuania via DE 633 or DE 634 (AshFall).
- If the USSR has been offered, and rejected, a Revised Borders Treaty then it will now swing 7-10% towards the Axis if it annexes Lithuania, should Germany have failed to do so. To make this work, dummy Decisions 457 & 458 have been added, and Lithuania now starts pro-Allied rather than purely neutral, though still at 0% Mobilization. (AshFall).
- Removed the Condition Positions for DE 406 for the USSR to decide if it wants to invade Poland (BigJohn).
- Fixed Poland and Germany’s belligerence status.

1939 & 1940 Campaigns
- The arrival of HMCS Columbia has been corrected to September 1941 in the Strategy Guides (Metalogic; OxfordGuy3).
- #UNIT= 40 [8] [0] [Annapolis] is now set to arrive in March 1941 rather than March 1942 (Metalogic; OxfordGuy3).
- The USSR now receives a Heavy Artillery unit in its Production Queue in September 1940.
- Increased the Mobilization penalties for Allied aggression against Italy so that both Spain and USA will now swing 5-12% towards the Axis (Frost; atshill).
- An Allied amphibious or naval build up against a neutral Italy will now trigger a 2,000 National Morale boost to Italy as the population prepare to resist invasion.
- Saying yes to DE 103 reduces the % sent by convoy from Egypt & Iraq from 80% to 65%, as does saying no to DE 105 and yes to DE 164 (Duedman).
- Increased the per turn chance of the British Decision for forming the I Polish Corps from 50 to 75% (OxfordGuy3).

1939, 1940 & 1941 Campaigns
- The Condition Position checks requiring there to be no Allied units in northern France have been removed from DE 627 and DE 673 relating to the deployment of Coastal Guns on the Atlantic Wall (Taifun).
- The reference to Kuwait and Baku in DE 120 & 403 in the Strategy Guide has been corrected (OxfordGuy3).
- Condition Position for the Spanish Blue Division changed so it now just requires an Axis unit to be within 2 hexes of Riga (El_Condoro;Jkap).
- A note has been added to the Strategy Guide to mention that if Axis forces advance to within 1 hex of Sevastopol, Turkey has a 50% chance of swinging 10-20% towards the Axis (firsteds; ElvisJJonesRambo).
- Removed the duplicated Mobilization_1 script Allies DoW On Tunisia (USA?Axis).
- DE 113 now requires St Nazaire to be in Axis hands to fire (Herzog Sieg; Duedman).
- The Operation Countenance Decision will now also be presented if Persia is pro-Allied, as previously it only fired if Persia was neutral but pro-Axis (BigJohn).

1941 Campaign
- Annapolis Destroyer now starts at Halifax.

1942, 1943, 1944 Campaigns
- Adjusted the frontlines north of Leningrad (jkap).

1944 Campaign
- Removed the USA’s chit in Logistics as they had already achieved the maximum level.

Strategic Command WWII: War in Europe - v1.24.00 Update

A new patch is now available for Strategic Command WWII: War in Europe. Check out the full changelog below:

Strategic Command WWII: War in Europe v1.24.00

GAME ENGINE
- Fixed an issue where PBEM++ Tournament scores were not preserved when saving progress mid turn. Scores would then only re-appear after ending the turn (Ajunta Pall).
- Fixed a UNIT production queue placement issue for the AI that would sometimes place an HQ adjacent to enemy units when better alternative positions were available (Josef Steppan)
- Fixed a controlled movement error where the unit would not move the full range of hexes in some cases (Laurenz)
- Fixed a controlled movement error where the unit would move its full range of hexes but not record any action point cost (Laurenz)
- Fixed another retreat error that did not have units retreat as optimally away from enemy units as they should (havoc1371)
- Fixed a rare (usually a first turn issue but only if the script exists) combat error where any AI units that moved into place via GUARD scripts did not record that they had 'moved', providing a blitz attack bonus for these units (Illbeard)
- Fixed a combat NM calcuation error for when a defending unit is attacked in port, the attacker no longer loses NM when the attacker does not suffer a strength point loss (Checksumchecks)
- Fixed a Production Lost error for when a country surrenders and moves its Government to a new country
- Fixed a Research log error that did not properly display the research advancements and progression of your side under Fog of War
- Fixed a 'shattered' from combat calculation error that did not update HQ experience, National Morale and MPPs graphs values (Checksumchecks)
- AI Medium Bombers will now attack in a sequence prior to AI Tactical Bombers (SittingDuck).

EDITOR
- Fixed an issue where Minor nations could not be set for DECISION event COUNTRY_ID values as it would throw an incorrect script compilation error (SittingDuck).
- Fixed an error when reorganizing Major Country IDs that did not properly update any applicably affected transport units (The Land)
- Fixed an error when reorganizing Major Country IDs that resulted in a CTD when shifting a major to the minor list (The Land)

All Campaigns
- Corrected the Production Delay in all campaigns to be set to Months, and have also amended Shock Armies to 4 in the Turns setting (Will952).
- Changed the Weather Zones of hexes 232,83 233,83 234,83 235,83 236,84 237,84 238,85 239,85 (north and east of Stalingrad) so that they are now in the same Weather Zone as Stalingrad (BigJohn).

1939 and 1940 Campaigns
- Changed the Mobilization_2 script #NAME= Collapse of Belgium (Italy->Axis) to be a one time event. To compensate for this, the script #NAME= Collapse of France (Italy->Axis) will now fire when there are 2 Axis units within 3 hexes of Paris - previously it was triggered by 1 Axis unit within 1 hex of Paris (redrum68).

1939; 1940 and 1941 Campaigns
- An Axis declaration of war on the USSR will now reduce Soviet National Morale by 15,000 points. This will be regained by an increase in the bonus when the USA joins the Allies (increased by 5,000 points) when the Siberians arrive (increased by 2,500 points) and if the USSR has not surrendered by the 1st January 1943 (increased by 2,500 points, as well as increasing the per turn bonus from 100 to 150 points providing Moscow is still in Allied hands)(dhucul2011).

1939-1942 Campaigns
- Sevastopol is now a National Morale objective worth 5,000 points (Duedman).

1942 Campaign
- The Soviet 42nd and 67th Armies south of Leningrad now start with Infantry Weapons level 2 and AA level 1, while the Coastal Army now starts with AA level 1 and 0.5 experience (Will952).
- Germany's starting MPPs increased from 200 to 225.

Strategy Guides
- The Victory Conditions at the end now mention that all hexes around London are required for an Axis victory (Duedman).
- The Strategy Guides for 1939 and 1940 now include a table showing the % chance of units fighting on from exile, just search for Free Units (AceRimmer).

Strategic Command WWII: War in Europe - v1.23.00 Update

A new patch is now available for Strategic Command WWII: War in Europe. Check out the full changelog below:

GAME ENGINE
- Fixed an issue where active convoy calculations were performed prior to resource strength calculations, which could incorrectly result in some convoys showing as invalid, due to a weakened port, prior to the final resource strength updates (Mithilotter).
- Fixed an issue where renaming your HQ in the PURCHASE screen would not remove the originally named HQ from the list (ArcturusRising).
- Fixed an issue where a SURRENDER_2 event would incorrectly remove a friendly unit relative to the event recipient ID when located in the capital (petedalby).
- Removed the GDI+ installed check at runtime.

EDITOR
- Frozen weather zone data for Sea Effects can now be amended (no longer locked in) for Winter and Late Winter settings.

1940 and 1942 Campaigns
- Fixed the Loop text for travel from the US to the Red Sea and Persian Gulf to display the correct length of turns the journey will take (Duedman).

1943 Campaign
- USSR now starts with a chit invested in Mobility research (Mithrilotter).

Strategic Command WWII: War in Europe - v1.21.01 Update

A new patch is now available for Strategic Command WWII: War in Europe. Check out the full changelog.

GAME ENGINE Changes
- Fixed a display error when navigating through the strategic menu options, e.g. War Map, Purchase Units etc, on displays with < 960 vertical pixels.
- Fixed a unit indicator sprite issue that would stometimes stop flashing when performing a brief quick scroll via a mouse move along the edge of the game window (Narisomo).
- Fixed a maximum map zoom error when the game is paused during a DECISION event and viewing the map (wobbleguts).
- Fixed an Amphibious Transport CTD that occurred when attempting to embark in an enemy Land + Sea hex (Randomluck).
- Fixed an MPPs and Strategic Bombing graphs page errors that was not always showing accurate values (LoneRunner).
- Fixed a GRAPHS screen error that would erroneously display some graph values < 0 when using the 'Relative Values' display option (Narisomo).
- Fixed a swap unit error that would allow you to swap zero action point Artillery units if they had any shells remaining (Narisomo).
- Purchase Units screen now has the option to enable/disable the 'Confirm Purchases' popup (MJY, ThunderLizard2).
- Removed 'Town' from list of resources via the mouse hover tip in the REPORTS screen as they are not included (Narisomo).