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Update notes via Steam Community


ADDED

  • New 'political map' overlay. At the push of a button, you can show/hide it. Combined with the keybind to hide units, you have full control over what's shown/hidden. It does not contain country names yet, I have thought about adding it but still cannot find any way to calculate where the name would be shown (for countries with colonies or with territories across sea). To toggle the political map, you will need to set up the new keybind for it.
  • New policy category: National Focuses.
  • Few new policies to go under that new category: Industrial overtime, Aggressive Propaganda, Military Scientists, Army Training, Resistance Suppression, Construction Engineering, Commanders development program. Description is available in game :) The goal for this new category was to be more useful late game, to have something where you could have your HQ points spent on a per turn basis automatically. Some of these policies do require a sacrifice of 1 HQ point per turn.
  • New other policies: Bigger command centers, Highlands experts.
  • Possibility to completely hide the in game UI by pressing F10 (+ new keybind).
  • Possibility to assign/change a country's ideology in the map editor.
  • AT infantry to Greece.
  • AA units to Turkey.


CHANGED

  • Multiplayer compatibility -> 7.4.0.
  • Economy / Occupation policies and income modifiers did not work as intended when a tile was occupied (modifiers applied on wrong value).
  • Made policies lighter (data wise). Will make some late game save files a tad lighter/smaller.
  • Increased Commanders units upkeep by quite a lot when playing with policies ON (15 upkeep vs 1 upkeep).
  • Slightly changed the player slots setup in the map editor settings.
  • Now showing the max cap of HQ points in both the store and the policies menu.
  • Changed the 'map' button action to toggling the political map. I have disabled the old 'strategic' map.
  • I have removed the hardcoded 'Winter fighting bonus' for the Northern countries, and instead, made it free for them to pick the Winter Soldiers military tactics policy.
  • Political unit option no longer add an extra production turn.
  • Mountaineer unit option now adds an extra production turn.
  • Mountaineer option is now available for small AT guns and artillery guns.
  • Several buildings graphics (Coastal batteries, factory, refinery).
  • Supplies amount per tile penalty with complex supplies setting.


FIXED

  • Tile info displayed with mouse hovering would not display the right amount of income production if the amount was modified in the editor (on a per tile basis).
  • AI buying too many AT infantry even when not needed.
  • Changing faction in the diplomacy menu did not provoke a refresh of the income summary.
  • Units with 0 movement points would not turn 'dark' once they had attacked (indicating they are out of actions). Example: Coastal batteries.
  • Newly deployed units would not be darkened unless selected and unselected (force refresh).
  • Units on small islands could not resupply if a single enemy was nearby.
  • Trench tiles if set as VP when captured would yield a 'no translation' notification.
macOS English Dépôt : Operation Citadel MacOS Depot 1240631
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Windows English Dépôt : Operation Citadel Windows Depot 1240632
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Linux English Operation Citadel Depot : Linux Depot 1240634
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