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Commander - Europe at War Grand Strategy v2.10 Available Now

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Commander - Europe at War Grand Strategy v2.10 Availabl... - 10/19/2012 9:06:31 PM   
Scott Parrino


Posts: 263
Joined: 4/13/2012
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Matrix Games and Slitherine ( are pleased to announce that the new Grand Strategy 2.10 update for MILITARY HISTORY™ Commander – Europe at War is now available for the PC and Mac. The update brings many new features and improvements created by the community for the community, available to everyone who has a copy of MILITARY HISTORY™ Commander – Europe at War.

The v2.10 update for the grand strategy game features a ton of changes, from the manual to the game board, environment, units, and historical/political features. Game balance improvements were made in v2.10 update to control “blob” strategies, as well as more rail heads added to supplement the rail movement rules. Historical and political changes include new prerequisites for Spain becoming an Axis ally, and Britain now requires 8 home guard forces units in country to avoid morale loss.

The v2.10 update is comprehensive and will bring the Grand Strategy expansion to version 2.10. To get the update, download it from its download section on the Matrix Games website.

Find below the changelog:

Historical/Political Changes
  • New prerequisite for Spain activating as Axis ally - USA neutrality
  • Denmark & Norway historically linked for DoW consequences
  • Belgium & Holland countries historically linked for DoW consequences
  • Persia activates if Axis unit moves into Iraq vs capture Iraqi resource
  • French, UK units in France & UK based air units suffer 20 efficiency loss if Belgium surrenders in one turn
  • Persia spawns GARs in all cities if Axis units occupy Iraqi city/resource
  • Allied units restricted in Russia to reflect historical accuracy
  • Britain requires 8 home guard force units in Great Britain to avoid morale loss
  • Owner changed to US for southern convoy when USA joins war

Logistics Changes
  • Game balance measures to control “blob” strategies
  • Major change to rail movement - start must be on or adjacent to resource
  • Major Russian rail (broad gauge) restrictions implemented
  • Increased oil usage for Axis MECH when at tech level 2
  • Maximum SS & Russian Guards reduced for play balance
  • Increased cost of creating new type units when limits are exceeded
  • Starting war efficiency adjusted for all countries
  • Building 3rd lab in a technology requires 3 other areas have a lab
  • German PP at game start increased from 20 to 35
  • German eastern fortresses can spawn in 1942 if Allied units in Germany
  • Allied Atlantic naval presence required at all times to maintain convoy size
  • Finland, Hungry, Romania and Bulgaria war effort better aligned to Axis
  • Partisan spawning divided by 3 in AI games - now matches regular game

Environment Changes
  • Updated hexes in Russia to reflect correct geography
  • Added more rail heads to supplement rail movement rules
  • Reduced average number of severe winter turns from 6 to 5
  • Severe winters % effectiveness change & new general.txt variables
  • Reconnaissance/land spotting reduce by half in winter & severe winter

Unit Changes
  • Germans are allowed to build a paratrooper unit in 1939
  • Russia receives 8 garrison units as strategic reserve - Aug 1, 1941
  • Canadian units spawn at normal quality if UK manpower level is yellow

Game Board Changes
  • New French large counters & unit names historically correct
  • Free French unit color on mini-map made unique
  • Unit stats chart changed - MECH info now with ARM stats
  • New large NATO counter option with detailed information
  • Map board options now allow country, river & lake names
  • Settings file name changed to “gs2_settings.txt”


Scott Parrino
Public Relations Manager
Slitherine/Matrix Games
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Post #: 1
RE: Commander - Europe at War Grand Strategy v2.10 Avai... - 10/19/2012 10:02:26 PM   

Posts: 1449
Joined: 8/10/2003
From: Central Florida
Status: offline
Is this a straight download and run the upgrade, or do you have to jump through a bunch of hoops like the previous one(s)??



(in reply to Scott Parrino)
Post #: 2
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