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Making History: The Second World War News

Early Access Game Update #7


A newly updated version of The Second World War is now available. The team lost a week or so to the holidays and there were a few sick days to overcome. Even with those obstacles, we executed a long list of improvements to the game. Again, most of our efforts have been AI related but we are continuing to add new content, events, feature improvements and of course bug fixes.

In this release we are introducing a new scenario called Last Days of Peace. It begins a few weeks before the Invasion of Poland. This allows players to skip the buildup years and get right into the war. Neither scenario is 100% complete so expect to see further balancing and content as we work towards release.

A new big addition to the AI has been to give it motivation to create and maintain contiguous fronts against enemies and potential threats. The implementation for this system took us through several variations. Initially the AI tended to become too narrowly focused on specific regions due to strength evaluations. Rather than spreading the units out along a front, we ended up with big stacks that led to gaps in front. Eventually the big stacks became pockets, often surrounded by Heavy Artillery that pounded them to extinction. It was kind of fun to see but not the gameplay we were looking for.

There were many factors to consider beside just having an enemy on the border. There is the opposing nation’s strength to consider but also the relationship status. We do not want Canada to think they need troops on the US border and vice versa. Some nations like the Soviet Union are so large that their defensive needs are always greater than what they have available. So the defense priority evaluations are especially challenging for the Soviet AI. They became our ultimate test case while we worked out the rough edges.

The AI is also considering potential invasion threats by sea or through bordering buffer states. Support Allies improvements allows the AI to better defend on Allied fronts and fill the fronts throughout their empire. Additionally, we’ve introduced the concept of Secondary Fronts so the AI will now try to create lines of reserves.

All the Major nations now have unique Unit Icon images. So you no longer will see a British soldier or Tank in a Japanese unit panel. We’ll soon have all the images in to match the unit you see on the map.

Next week the team will be shifting attention over to Air and Sea gameplay. One goal is to significantly increase the impact of strategic bombing against industrial targets. This will include changes to the way cities receive damage and the presentation of bombing results. Nations should be compelled to focus attention on defending the homeland against attacks by patrolling fighters and constructing air defense infrastructure. The AI is already doing a lot of air operations. But we’d like to increase the activity and add greater emphasis to air weapon systems that truly came of age during WWII.

With the Naval Ai we’ll be looking at improving survivability decisions like convoy grouping for troop transports, knowing when to run away from a fight and avoiding unnecessary engagements with coastal defenses. Carriers are currently good at air attacks but they need to get better at using their fighters to defend the task force.

Thanks again to all the current users out there that take the time to post messages about issues and ideas. This process would be taking us even longer to get through without your support.


Notes for Early Access Update #7


Content Changes:
- Added new pre-Poland invasion scenario “The Last Days of Peace”
- Fixed icons for mapview tooltip for food production
- Lowered Militia Hitpoint & Defensive Strength
- Added Italian, Soviet, French & Japanese Unit Icon Images
- Updated Cossack, Huisu & Kyrgyz Communist Flags
- Added missing Soviet claim on Tajikistan
- Updated Initial Diplomatic Influence for Soviet vs. neighbors
- New Soviet-German Axis Trigger
- Added events that can damage German-Soviet Relations pre-Poland Invasion
- Added Spanish Gibraltar claims
- New Argentina Coup and Axis Decision events
- Added Soviet Armistice event
- New Brazil Joins Allies, Nationalists Coup Attempt and Communist Revolt events
- Added German Claims in Africa event

AI Changes:
- Implemented AI to maintain Front against enemies and threats
- Front AI will avoid creating gaps when evaluating regions to invade
- Revised defensive AI to spread along contiguous fronts
- AI accounts loss of defense in a region for moving troops in the support allies plan
- No longer uses attack power from equipment units for offense planning
- Better accounting for support allies in the return home plan
- Support Allies AI has more defensive awareness
- Added group splitting logic to Support Allies AI
- Implemented AI to create secondary (reserve) fronts
- Increased AI defense for coastal regions in other nation's sphere
- Added Amphibious Assault penalty & Terrain modifiers for offense AI evaluations
- End attack plans when desired power can not be deployed
- Add pre-war land Regions to Sphere of Interest target checks
- Great Powers and Superpowers can invade outside their sphere
- Increased desired strength for overseas invasions
- Fixed AI bug sending wrong group when splitting units for defensive
- Modified desired strength estimate and definition of Obvious Targets
- Regions that don't border the enemy but do border an Ally use less defense
- Ignore equipment units when evaluating target planning
- Expand definition of bordering an enemy to include unfriendly regions with troops
- Include Buffer States when evaluating border defense
- AI won't abandon coastal regions when reorganizing defenses

Game System Changes:
- Neutrality Pacts no longer prevent defensive evaluations
- Revised supply access rules to be based on region control
- Troop Transports no longer contribute to Military Totals
- Troop Transports no longer contribute to World Power Points

UI Changes:
- Fixed fuel penalty displays on non-Naval Group panels

Editor Changes:
- Can now edit sea regions for existing cities
- Fixed adding city buildings when no city building of that type existed


Early Access Game Update #6



The latest version of The Second World War is now live. There's a lot of new AI improvements, fixes and some new content additions. To begin with, we’ve about finished our comprehensive rewrite of the Land Offensive/Defensive AI. For the most part, the changes may not be very noticable. But over the course of a full game, players should experience an AI making wiser large and small scale decisions that will alter outcomes of battles and ultimately wars.

A major effort has gone into making the AI significantly more aware of it’s defensive needs both at home and abroad. They will also now attempt to gather reserves so front line collapses should not always lead to a total collapse. To get the AI to this level of functionality, new logic was required for how they move, split, reinforce unit groups and when to join a battle or consider it a lost cause.

We have a few more elements to complete in the Land Offensive/Defensive AI, including Improving Empire Defense, even better Allied support evaluations and ensuring the US is properly focused on defeating the Axis. The later issue encompasses bolder amphibious attacks and island to island campaigns.

The last update we introduced the new unit hitpoints. This had a fundamental impact on all systems related to the military. Some combat properties became overly powerful like Air to Sea attacks. These have been rebalanced along with other game areas like production times for all ships and the shipping capacity resource. We felt that although in reality a carrier can take a long time to build, reality does not always translate into entertaining. We’ll remain open minded about how best to balance the game and try to settle on a consensus position where possible.

Further adjustments to the overall game have been made to bring the systems in line with the new unit hitpoint mechanics. This is an area we intend to expand on, especially in the UI as we discover better ways to present new combat information. In general, if there something in the UI you feel needs attention, please let us know. Community feedback on this would be appreciated.

There are many new historical and some alternative history events in this update. We are close to finishing the required minimum events spec’d for release on the first scenario, but I keep adding to the wishlist and expect to go well beyond the minimum. The new Ottoman and Turkestan Revival for Turkey fall into that category. They are both in game now and we plan to later incorporate them into the Steam Achievement system. Other events are to be added for most nations that will function in a similar fashion.

As some may have noticed, we’ve shifted from an every week scheduled update to one every 2 weeks. This is primarily due to the type of changes we’ve been working on. AI improvements can take quite a bit of time and results often require additional refinement passes. A week does not give us enough time to properly implement, test and rebalance. Even with a second week, the changes in this update are so comprehensive that some issues are still lingering.

The next update is planned for after the December Holidays and New Year. We’ll be looking to refine and polish Air & Naval AI and begin checking off items from our large but manageable list of smaller tasks that will take us to release. And there’s still Tutorial, Encyclopedia, Achievements and a new scenario to finish. I’ll be starting a 1939 pre-Poland Invasion scenario over the holidays. If things go as planned, it might make the next update.

Please feel free to inquire about changes, offer ideas and provide feedback.

If you have a crash, think you’ve found a bug or maybe just noticed one of my spelling errors, post a note on Steam or email us at [email protected].

Visit our website to read how to get us debugging information: https://factusgames.com/pages/support.


Notes for Early Access Update #6

AI Changes:
- Major rewrite of Land Defense AI
- Reworked defense requirement calculations
- Improved AI ability to identify regions that need defending
- Revised AI group splitting for better unit to region allocations
- AI defends against units belonging to non-enemy but unfriendly nations
- Moved defensive AI balance numbers to the xml for modding
- Revised defense AI to distribute groups to defense regions while at war
- Incentivize AI to hold reserve troops adjacent to defense regions and engagements
- Reworked Offensive AI land targeting evaluations
- Changed definition of Obvious target to be undefended Artillery/Air units or undefended City
- Don't consider defense when Obvious target is in range
- Fixed overseas AI from constantly picking the same overseas target
- Reworked engagement AI to avoid “piling on” or sending troops to a "lost cause"
- Fixed bug in AI evaluation of enemy coastal defenses in opportunity attack
- Revised offensive AI to consider defense needs when moving troops
- Reworked Support Allies AI to consider allied defense during peacetime
- Improved power calculation in Support Allies AI
- Fix for rare bug in offensive AI searching for region that a group is already in
- AI turn processing now processes independent nations first
- Reordered AI processing to prioritize military plans and ensure specific order
- Turned on Subordinate Nation recruitment AI

Game System Changes:
- Changed rule on Military Access agreements to be Empire wide
- Fixed bug so AI no longer considers landlocked Gulf of Ob a Coastal Region
- Units stuck behind in peace deals can now get supplies to exit
- Tanks no longer limited to moving 1 region a turn
- Movement table now shows MAX movement for transportation level 0
- Updated Movement Table
- Added strict pathfinding rules to Convoy targets and Artillery units
- Fixed calculations on Ranged attack hits to use Power instead of rolling to hit

Content Changes:
- Added more Soviet forces on the Siberian front
- Fixed Decal on British Light Tank II
- Fixed Animation Glitch in Railway Gun shoot
- Swapped Democratic and Fascist flag
- Swapped Nuclear Labs and Jet Labs levels
- Lowered Power of Coastal Defense
- Reduced time for producing Shipping and Airlift Capacity
- Reduced Production Time for all Ships
- Increased Defensive Power of Militia
- Modified Multiple Unit Properties For Combat Balancing
- Significantly Reduced Air to Sea Attack Power
- New City Added in Caroline Islands call Moen for Truk naval base
- Changed China and Japan nation colors
- Added German Unit Icon Images
- Updated HP tooltips: Replaced Health with Strength & Casualties with Reinforcements
- Relabeled UI Auto Trade Title from Trade Amount to Stockpile Target
- Fixed land engagement UI popup showing the same unit multiple times
- Implemented Annex Nation and All Subordinates function for Event scripts
- Implemented Neutrality Pact function for Event scripts
- Increased AI desire to go after regions referenced as target regions in Events
- An Event failure no longer stops execution of all subsequent Events.
- New Events for American takeover of Greenland and Iceland
- New German Atlantic Wall Events
- New Neutrality Pact Events (Keeps USSR & Japan from fighting & Phoney War)
- New Soviet Factory Relocation Events
- New Thailand Events (Franco-Thai War, Alliance with Japan)
- New Turkish Events (Axis or Allies, Hatay, Ottoman or Turkestan Revival)
- New Vichy French Colonial Revolts Events
- New Japan Events (Vietnam, Thailand Invasion)
- New USA Events: Pacific and North African Campaigns
- New Irish Events (Axis or Allies, Blueshirts)
- New Spain Events (Join Axis, Italy, Germany Attack Republican Spain)
- New Italy Event for Invasion of Malta

Early Access Game Update #6



The latest version of The Second World War is now live. There's a lot of new AI improvements, fixes and some new content additions. To begin with, we’ve about finished our comprehensive rewrite of the Land Offensive/Defensive AI. For the most part, the changes may not be very noticable. But over the course of a full game, players should experience an AI making wiser large and small scale decisions that will alter outcomes of battles and ultimately wars.

A major effort has gone into making the AI significantly more aware of it’s defensive needs both at home and abroad. They will also now attempt to gather reserves so front line collapses should not always lead to a total collapse. To get the AI to this level of functionality, new logic was required for how they move, split, reinforce unit groups and when to join a battle or consider it a lost cause.

We have a few more elements to complete in the Land Offensive/Defensive AI, including Improving Empire Defense, even better Allied support evaluations and ensuring the US is properly focused on defeating the Axis. The later issue encompasses bolder amphibious attacks and island to island campaigns.

The last update we introduced the new unit hitpoints. This had a fundamental impact on all systems related to the military. Some combat properties became overly powerful like Air to Sea attacks. These have been rebalanced along with other game areas like production times for all ships and the shipping capacity resource. We felt that although in reality a carrier can take a long time to build, reality does not always translate into entertaining. We’ll remain open minded about how best to balance the game and try to settle on a consensus position where possible.

Further adjustments to the overall game have been made to bring the systems in line with the new unit hitpoint mechanics. This is an area we intend to expand on, especially in the UI as we discover better ways to present new combat information. In general, if there something in the UI you feel needs attention, please let us know. Community feedback on this would be appreciated.

There are many new historical and some alternative history events in this update. We are close to finishing the required minimum events spec’d for release on the first scenario, but I keep adding to the wishlist and expect to go well beyond the minimum. The new Ottoman and Turkestan Revival for Turkey fall into that category. They are both in game now and we plan to later incorporate them into the Steam Achievement system. Other events are to be added for most nations that will function in a similar fashion.

As some may have noticed, we’ve shifted from an every week scheduled update to one every 2 weeks. This is primarily due to the type of changes we’ve been working on. AI improvements can take quite a bit of time and results often require additional refinement passes. A week does not give us enough time to properly implement, test and rebalance. Even with a second week, the changes in this update are so comprehensive that some issues are still lingering.

The next update is planned for after the December Holidays and New Year. We’ll be looking to refine and polish Air & Naval AI and begin checking off items from our large but manageable list of smaller tasks that will take us to release. And there’s still Tutorial, Encyclopedia, Achievements and a new scenario to finish. I’ll be starting a 1939 pre-Poland Invasion scenario over the holidays. If things go as planned, it might make the next update.

Please feel free to inquire about changes, offer ideas and provide feedback.

If you have a crash, think you’ve found a bug or maybe just noticed one of my spelling errors, post a note on Steam or email us at [email protected].

Visit our website to read how to get us debugging information: https://factusgames.com/pages/support.


Notes for Early Access Update #6

AI Changes:
- Major rewrite of Land Defense AI
- Reworked defense requirement calculations
- Improved AI ability to identify regions that need defending
- Revised AI group splitting for better unit to region allocations
- AI defends against units belonging to non-enemy but unfriendly nations
- Moved defensive AI balance numbers to the xml for modding
- Revised defense AI to distribute groups to defense regions while at war
- Incentivize AI to hold reserve troops adjacent to defense regions and engagements
- Reworked Offensive AI land targeting evaluations
- Changed definition of Obvious target to be undefended Artillery/Air units or undefended City
- Don't consider defense when Obvious target is in range
- Fixed overseas AI from constantly picking the same overseas target
- Reworked engagement AI to avoid “piling on” or sending troops to a "lost cause"
- Fixed bug in AI evaluation of enemy coastal defenses in opportunity attack
- Revised offensive AI to consider defense needs when moving troops
- Reworked Support Allies AI to consider allied defense during peacetime
- Improved power calculation in Support Allies AI
- Fix for rare bug in offensive AI searching for region that a group is already in
- AI turn processing now processes independent nations first
- Reordered AI processing to prioritize military plans and ensure specific order
- Turned on Subordinate Nation recruitment AI

Game System Changes:
- Changed rule on Military Access agreements to be Empire wide
- Fixed bug so AI no longer considers landlocked Gulf of Ob a Coastal Region
- Units stuck behind in peace deals can now get supplies to exit
- Tanks no longer limited to moving 1 region a turn
- Movement table now shows MAX movement for transportation level 0
- Updated Movement Table
- Added strict pathfinding rules to Convoy targets and Artillery units
- Fixed calculations on Ranged attack hits to use Power instead of rolling to hit

Content Changes:
- Added more Soviet forces on the Siberian front
- Fixed Decal on British Light Tank II
- Fixed Animation Glitch in Railway Gun shoot
- Swapped Democratic and Fascist flag
- Swapped Nuclear Labs and Jet Labs levels
- Lowered Power of Coastal Defense
- Reduced time for producing Shipping and Airlift Capacity
- Reduced Production Time for all Ships
- Increased Defensive Power of Militia
- Modified Multiple Unit Properties For Combat Balancing
- Significantly Reduced Air to Sea Attack Power
- New City Added in Caroline Islands call Moen for Truk naval base
- Changed China and Japan nation colors
- Added German Unit Icon Images
- Updated HP tooltips: Replaced Health with Strength & Casualties with Reinforcements
- Relabeled UI Auto Trade Title from Trade Amount to Stockpile Target
- Fixed land engagement UI popup showing the same unit multiple times
- Implemented Annex Nation and All Subordinates function for Event scripts
- Implemented Neutrality Pact function for Event scripts
- Increased AI desire to go after regions referenced as target regions in Events
- An Event failure no longer stops execution of all subsequent Events.
- New Events for American takeover of Greenland and Iceland
- New German Atlantic Wall Events
- New Neutrality Pact Events (Keeps USSR & Japan from fighting & Phoney War)
- New Soviet Factory Relocation Events
- New Thailand Events (Franco-Thai War, Alliance with Japan)
- New Turkish Events (Axis or Allies, Hatay, Ottoman or Turkestan Revival)
- New Vichy French Colonial Revolts Events
- New Japan Events (Vietnam, Thailand Invasion)
- New USA Events: Pacific and North African Campaigns
- New Irish Events (Axis or Allies, Blueshirts)
- New Spain Events (Join Axis, Italy, Germany Attack Republican Spain)
- New Italy Event for Invasion of Malta

Early Access Game Update #5


We spent the last two weeks implementing a brand new combat resolution system. In the process, a lot of code needed to be ripped out and replaced. It was really too much to complete in a single week so we chose to delay update. These changes will have a large impact on the military gameplay and especially the AI. The work is not done but we wanted to get the new system in the hands of the Community as we make refinements.

The biggest feature improvement in this release is the inclusion of Hit Points on all military units. We moved away from a single hit system that resulted in too much randomness to something that relies more on unit combat properties. This means for example, Infantry can incur casualties and Armor can be damaged without necessarily destroying the unit.

This system should give us greater tactical advantages from one unit type to the next. Reinforcements happen automatically using MPUs and Steel. You can also turn reinforcement off at the group level. More UI conveniences will be added as we proceed and there’s still a lot of balancing to fully exploit the potential of this feature.

New events have been added for the United States and Japan that focus on the Pacific War. Most of these modify AI behavior like getting Japan to attack US & UK Colonies, and the US island hopping campaign. Several nations have new Infantry models since there were some uniform distinction we wanted to provide. Like the USA goes from Infantry I doughboy helmets to the traditional M1.

Some key AI revisions are on the schedule for the coming weeks. Defensive tactics will be getting more attention. We’ll be directing the AI to better defend their borders including dependent nations like Puppets and Colonies - something they don’t currently do well enough. And as we progress, the Offensive AI will require adjustments to take advantage of all the Defensive changes. This work will likely be the last major system revision and it will take time to finish and get balanced.

There are plenty of items left on our todo list. And while we want to get to a finished release soon, we fully intend to maintain focus and make The Second World War something we can be proud of. With the assistance of the Early Access community, we’re confident we can get there soon.

Please feel free to inquire about features and changes.

If you have a crash, think you’ve found a bug or maybe just noticed one of my spelling errors, post a note on Steam or email us at [email protected].

Visit our website to read how to get us debugging information: https://factusgames.com/pages/support.


Notes for Early Access Update #5

- Fixed some unit model nation decal errors
- Assigned higher-res Horse textures on Artillery units
- Added new Infantry models for Infantry II: American, Italian. Soviet Japanese, Bulgarian. Spanish Nationalist, Polish, Portuguese, Hungarian, South African, Canadian, Yemeni, Ethiopian, Polynesian, Melanesian, Indian
- Increased MPU replacement rates for higher Food tech levels
- Balanced military units to work with new hit-point system
- New Events for American Neutrality, the Pacific War, and Invasion of North Africa
- Many updates to existing events, especially Barbarossa and Japanese Expansion
- Revised Defensive AI evaluations on coastal defense requirements
- Use Master Nations relations when calculating defense needs on dependent borders
- Enemy threat assessment in the defensive AI is now Empire based
- AI prioritizes building trenchworks when is an engagement in the region
- Fixed bug trying to get last region of port related move orders
- Added new Event trigger: TriggerRemoveNFactories
- Added "bEmpire" property to TriggerConditionNationControlsRegions to change check from direct Nation to Intra-Empire
- Increased AI priority on Event fed targeted regions
- AI no longer skips non-sphere regions over water if that region is a target region or controlled by a target nation
- Revised Propose Alliance AI scoring and to consider current enemies
- End AI creating invalid convoy targets
- Updated Combat Resolution routine to reflect new Hit Point system
- Combat Power for land engagements now favors higher combat values
- Damaged land and air units will now regenerate health while not in combat
- Hit Point Reinforcement now charges MPUs and Steel
- Allow players to turn off Hit Point Reinforcement by group
- Updated Group UI panels to show Hit Points, Damages and Casualties
- Group UI List area combines all unit types together despite nationality
- Group UI List area shows nationality in the expanded rows
- Updated Split panel to show Hit Point information
- Adjusted nation power ratio check to lower threshold for nuking an enemy
- Added available MPU check back to AI recruitment
- Fixed math for charging steel and MPUs for Hit Point Reinforcement
- Balanced Factory Output profits and build times
- Increased output for Capacities
- New Icons for Unit Panels
- Fixed bug in Check Subordinate Revolt event
- Changed assumption that kept Humans from getting many Events
- Fixed bug in Total Casualties on the military panel
- Fixed some sorting in the military panel

Early Access Game Update #4



We’ve finished rewriting the Military Defense AI. This work covered several areas important to making the AI nations tougher opponents. Nations will use their Sphere of Interests combined with the AI Character property Militarism Policy to influence the core of their defensive decisions. Recruitment goals are based on the strength and relationships the other nations within their Sphere. Militarism tells the AI how important it is to match or exceed a rival's military strength level. This has the effect of stimulating an arms race mentality between the Great Powers.

The unit placement logic does a much better job defending borders by more effectively distinguishing friendly versus hostile neighbors. Higher Coastal Defense properties combined with increased Amphibious Assault penalties should add more risk and challenge to sea invasions.

The Military Readiness system we borrowed from The Great War has been replaced with something simpler but generally similar. Readiness no longer penalizes based on a supportable number. In the new system, a Low Readiness will lower the cost and combat strength of all units. The Mobilization Rate determines how quickly your Readiness will increase each turn when you set it higher. Upgrading Transportation Infrastructure will speed up the Rate.

I’ve put some effort into getting Food to be more plentiful by removing the requirement from Arms production. This change should also make Arms easier to come by. As I’ve mentioned previously in one place or another, the game balance will be a continuing process up to and likely beyond release. Please give us your feedback.

A few new Events made it into the game, namely Barbarossa, the German invasion of the Soviet Union. We have not finished all the Events associated with the attack, but we do have the Germans creating their Reichskommissariat occupation governments as they conquer Russia. Our focus will next turn to the Pacific War since the Japanese and Americans need attention. But we will eventually get back to Europe and other areas in the World.

For those who use paratroopers you might notice we’ve added little parachutes dropping out of the back of the Air Transports when you deploy Airborne Infantry. More graphical enhancements are scheduled but the priority is still on the Military systems, AI and Events. Each week we will try to include some UI or art improvements in addition to the larger goals.

Our work on the Military will continue through next week but will be primarily focused on combat resolution. Like other systems in the game, we borrowed code from The Great War to get The Second World War up and running as fast as possible. In the last year we’ve replaced almost all the stand-in code and now the combat system is one of the last significant tasks. The changes could be dramatic. At the very least, we plan to greatly reduce the length of overly lopsided battles and enhance the qualitative factors in combat results. If everything goes as planned, the next update should have the basic implementation.

As always, please feel free to inquire about features and changes you have questions about. The feedback from the community continues to be a huge help. We appreciate those who have taken the time to send in saved games and log reports.

If you have a crash, think you’ve found a bug or maybe just noticed one of my spelling errors, post a note on Steam or email us at [email protected].

Visit our website to read how to get us debugging information: https://factusgames.com/pages/support.


Notes for Early Access Update #4
- Added Parachute Animation to Air Transports
- Increased Food Outputs for City Food Production Buildings
- Removed Food Requirement from Arms & Add Metals
- Increased Mechanized Farm Food Output Rate
- Lowered Cost of Arms from 8 to 7 Gold Per Unit
- Added new City called Ravine capital of the Reichskommissariat Ukraine
- Removed Soviet Relations with Yugoslavia at start of game
- Gave USA Motored Boats research project
- Adjusted starting AI Character properties for Military Policy
- Increased several region Farm Levels in USA and Canada
- Lowered chance USA will enter war if France is invaded
- Fixed Military Access triggers that had nation's Giving and Receiving reversed
- Added German Claims to Poland
- Added missing Bulgarian Axis Event checks
- Added Control conditions to Vichy Events to make Free France more likely to fire
- Improved issue where Free France was not allying with the Allies
- Gave Free France Total War Military Policy
- New Barbarossa Event
- New German Reichskommissariat Events
- New Continuation War Event
- Added some conditional checks to improve German Eastern European Events
- Fixed missing check in Italian Albanian Event
- Reverted Civil War definition to be based just on region Nationality
- AI will now choose between Oilers and Colliers based on naval supply needs
- New Assault Penalty for Amphibious Assaults into regions with Coastal Defenses
- Added new property to the encyclopedia for Coastal Defenses
- Improved AI performance tracking Region Defenses
- Fixed evaluation that could cause nations to devalue defense in certain regions
- Fixed erroneous error placing embargos
- region select panel now shows only available region mpus
- AI no longer tries to unload troops involved in combat
- Added current military readiness to the readiness tooltip
- Added a tooltip to explain the sources of mobilization rate
- Redefined "significant war" for AI soft goal
- Militarism low and medium now consider military budgets during recruitment
- Removed dependence of AI recruitment on "supportable units"
- AI Readiness choice is now determined by War and Militarism
- Redefined "too many units" penalty to be based directly off of Readiness
- Added the concept of “desired military power”
- AI will ignore invasion triggers from allies if they are also AI
- Fixed sign error in defend nation AI