- Battle for the Atlantic element added (defaults on for 1936/40/41)
- Tech Tree fixes
- Equipment list fixes
- Order of Battle (Units/Equipment) fixes
- Region data fixes
- GUI fixes
- Other minor map fixes
- Event fixes
- Resupply value of piers and fields is now cumulative (not 'single maximum')
- Naval port/piers resupply to water hexes greatly increased; no more 'port penalty'
- 'Singapore /0 bug' (-ve population when large numbers killed) fixed
- Improved hex movement / zone of control transit rules
- Resolve standoff path pause issues on neutral transit hexes
- Improved first day AI economic decisions
- OrdersClear now resets fbase/fresv flags, to allow units to re-scan for resupply bases
- Equipment list: Small village cutoff starts at 50 instead of 1000
- Ships out of ammo will now return to closest friendly port, not home base
- Fixed facility-related GUI items (facility strength bars in panels, etc)
- ~100 new tech entries. Many entries' prerequisites updated
- New Scripted Events (Change Loyalty, Change Efficiency, Garrisons)
- Fixed event-related war declarations on colonies
- Fixed Events re Denmark/Germany 1940
- New-game land units deployed on water will become merchant marine loaded
- Fixed issue with Colonize event when colonizing an enemy
- Graphic GUI (SRBITS) skin support
- UseVideofix (nvidia video fix) now defaults to TRUE on first install
- UseHWVertex now defaults to TRUE on first install
- Support mapgui in .scenario file for specifying default scenario skin
- Fixed possible hang on building facilities (manual or minister)
- Electricity stocking issue for purchased stock resolved
- Support new command line option "-haps XYZ" to set haps directory to \XYZ\
- Negative Trade bug (when relationships get really bad) fixed
- Allied Victory no longer requires 'dormant'/exiled regions
- Espionage Regional Focus can be reset to None/Idle
- Facility maintenance cost code re-written for inflation/gdp growth/relrate etc
- Maintenance GUI fixed to reflect correct facility maint cost
- Tourism and business sectors now urban upgrades, no maintenance cost, no scrap
- AI in need of product will bug humans less often (unless player sets Trade Rel pri)
- Savegame size optimized for long-term games, less memory used.
- Missile-build memory now recycled on save
- Amphibious units will now use Amphibious-landing Merchant Marines
- Neutral pathing transit rules changed for neutral-exit units (ie dip trade) (experimental)
- Pathing rules relaxed for merchant marine units (experimental)
- Sound for bombers vs. aircraft updated.
- Map fixes to theaters and battlezones