
Decision Games WAR IN EUROPE, a program by Greg Plousios
v1.89 Scenario Editor Instructions, 12/3/97

1.0  Introduction to Scenario Editor.

     The Scenario Editor allows you to create your own new scenarios by editing
one of the eight included scenarios or another player created scenario.  The
Scenario Editor does not edit games in progress.  The player can create new
ground units, associate them with different nationalities, and add new
production options.  The naval, air, and ground forces can all be edited, as can
reinforcements, production centers, and strategic assets.  The political status
of countries, colonies, and territories can be changed.  The new player created
scenarios keep the label of their parent scenario, but are also labeled Player
Altered Scenarios in the About window (select about after clicking on the Game
button).

     Player created scenario files are saved as one file, named by the player,
and containing the suffix .SCN.  They can be copied and sent to other players,
as well as posted and downloaded from Internet or BBS sites, subject to the
copyright restrictions described in section 16 of this document.  To use a
received scenario file, it must be placed in the SCENARIO subdirectory.

     The Scenario Editor is a tool to create new scenario files by directly
altering the variables inside a copied scenario file.  By giving the user direct
access, the user is given more control over how he designs his scenario.  The
trade off for giving direct control is that the Scenario Editor is not highly
automated and cannot anticipate if the changes made are what the user really
wants, or even will work.  When creating a new scenario, the user should
familiarize himself with all the variables he can edit before making changes.
After completing his planned changes, the user should check every variable to
make sure they are set correctly.  Note, you might have to change several
different variables in different screens to effect one change you had in mind.

     Although the user has been given direct access to almost all the variables
in a scenario file, certain game characteristics are controlled by code and
cannot be altered.  Further, certain variables have been restricted to avoid
possible conflicts with the program.  Although Computer War In Europe was not
originally designed to support any but the standard 8 scenario files, numerous
what-if scenarios, as well as innumerable tweaks, can be added with the Scenario
Editor without any problems.  However, there is no guarantee that player created
scenarios will work as the scenario creator intended, or at all.  The Scenario
Editor does restrict the range of many variables to avoid selections that will
cause problems, but a determined user will unquestionably be able to find
paradoxical assignments for variables that will cause problems.  Generally, the
scenario designer should be guided by common sense and an understanding of the
basic WIE rules and systems when making changes.  Feel free to create situations
that could never exist in a historical game following the rules (such as Belgium
as an Axis ally), but recognize that the safest changes are ones that could have
happened under the regular rules.

     We strongly recommend you read these complete instructions before making
any edits.  These online instructions are located in the WIE source directory
as the file EDIT.TXT, and can also be viewed or printed with any text editor or
word processor.


2.0  Create New Scenario/Edit Player Scenario.

     When entering the Scenario Editor you will have the choice to either Create
New Scenario or Edit Player Scenario.  Create New Scenario allows you to
create a new player scenario file based on one of the eight pre-existing
scenarios (1939, 40, 41, 42, 43, 44A, 44B, & 45) or based on another player
created scenario file already created.  When creating a new scenario you need
to start from somewhere, thus all new scenarios start off as a copy of an
already existing scenario, which you can then make changes to.  Edit Player
Scenario allows you to make changes to an already player created scenario file.
If there are no player created scenarios in the SCENARIO subdirectory, then you
will not be able to select Edit Player Scenario.

     Next you will be asked to choose the scenario you wish to edit or to base
a new scenario file from.  If you have chosen to Edit, then only player created
scenarios will be display--you cannot edit any of the original eight scenario
files--but if you choose Create, then you can base your new scenario on any
scenario file in the SCENARIO subdirectory.  After selecting a scenario file,
if you are creating a new scenario, you will asked to enter a name for the new
scenario.  The name will be used as the file name for the scenario file with the
suffix .SCN added to the end.  The name can be 1 to 8 characters long.

     After choosing whether to Edit or Create a scenario, which scenario to edit
or copy, and the name of the scenario if new, you will be presented with the
following 15 choices: Mapboard, Units, Political Status & Events, Axis
Reinforcement, Allied Reinforcement, Russian Reinforcement, Axis Air, Allied
Air, Russian Air, Navy, Strategic Bombing, Production Centers, Dead Units,
General Buffer & USA Buffer, and Recalc Supply/Air Range.  The first 14 choices
lead to separate edit screens, each addressed as a category in these
instructions.  The last choice, Recalc Supply/Air Range, does what its name
describes, and it is recommended that the user select this before saving a
scenario file in which changes have been made.

     To save a scenario file, click on the Save button.  The Exit button will
exit the Scenario Editor, without saving the current file, and return you to the
introductory War In Europe screen.


3.0  War In Europe, the West, the East, and Rule Options.

     Player created scenario files, like the eight historical scenario files,
can usually be played as either War In Europe, War in the West, or War in the
East games.  Some of the eight historical scenario files do not allow play of
either the East and/or West versions.  Player created scenario files share the
same restrictions with the scenario they are based on.  Thus, 1939, 1940, 1944A
(before D-Day), and 1945 scenarios cannot be played as War in the East games.
All 1944B (2 weeks after D-Day) and 1945 scenarios cannot be played as War in
the West games.  When designing a scenario, you should design it for War in
Europe play.  The computer will then modify it for play with either War in the
West or East, when such a selection is chosen by the player starting a new game
(assuming the selection is allowed).

     The computer makes changes to the basic scenario file after a player starts
a new game and chooses game and rule options.  The computer assumes the scenario
file was designed under the basic rules (no optional rules) for a War In Europe
game.  If the player chooses certain rule options, then the computer will make
the necessary changes, such as adding UK Manufacturing centers and changing
Allied reinforcements under option 18.  If War in the East or West is chosen,
the computer will eliminate units outside the sphere of the game and make other
necessary conversions.  If you want your scenario to work properly in West and
East games, as well as with all optional rules, you should test the scenario out
with these different conditions.


4.0  Mapboard.

     Select Mapboard to add, delete, and edit counters, as well as editing
hexes, with the Edit Game function.  This is the same Edit Game function that
can be used while playing War In Europe.

     The Edit Game window will appear with four buttons, allowing the player to
Edit a Hex, Add Units, Delete Units, or Edit Units.  To Edit a Hex, depress the
Edit Hex button, and then click on the hex you wish to edit and a window will
appear giving you options to change the owner, rail status, rail gauge, port
damage, or port transport damage of a hex.

     To Delete Units from a hex, depress the Delete Unit button, and then click
on the hex and select which units to delete.  To Add Units to a hex, depress the
Add Unit button.  The window will show what type and nationality of unit will be
added.  To change the type or nationality of the unit to be added, click on the
appropriately labeled button.  Once you are happy with what unit will be added,
click on the hex and the unit will be placed there.

     To edit counters already on the mapboard, depress the Edit Units button.
Click on the hex the counters are in, and then select which counter to edit.
The radio buttons allow you to change whether a unit is in supply or entrained,
or has fought, moved, force marched, transported, amphibious assaulted, or air
assaulted that turn.  You can also change how many movement points a unit has for
that phase, the production status of production centers, how many turns
off-line a Strategic AFB, Arms Center, Training Center, or Fortress is, and which
sides of a Fortress are active.


5.0  Units Screen.

     The Units Screen allows you to edit counter types and create new counter
types.  Press the Pick Counter button, to pick which unit you want to edit.  You
can also use the Forward and Backward buttons to advance one by one through all
the counter types.  Press the New Counter button to create a new counter.

     When editing an original counter type, not created by the player, you can
only edit the offense (0..50), defense (0..50), and base movement (0..10) of the
counter type.  Original counter types are numbered 1 through 124.  When you
change an original counter type, you change every unit on the mapboard of that
type.  Thus, if you change a 3-4 Inf Div to a 4(3)5 Inf Div, then French, Greek,
Belgium, and any other 3-4 Inf Divs become 4(3)5 Divs.  Important Note: some
original counter types have certain properties that cannot be edited.  For
example, German SS units, under the SS optional rule, are always German units of
counter types 14-17.  The ability of French 3-4 Inf Divs and Russian 1-4 Inf Div
is also tied to those specific counters.  Certain counter types require two MRs
or IRs instead of one.  Counter type 3, German 6-3 Inf Divs, are Security
Divisions that can only attack partisans.  These are just a few examples.  We
recommend that you only make such universal changes after considering what
countries and units will be affected.

     When creating a new counter type or editing a counter type previously
created by a player, you can also edit the Unit Type, Size, and Battle Group
information, and associate the counter with different nationalities.  The Size
of a counter type can be either Corp, Division, Brigade, Regiment, or Battle
Group.  The Battle Group button allows you to associate the counter with a
battle group, or, if the counter is already a battle group, to associate it with
a full strength unit.  Note, if you associate a full strength counter with a
battle group, you should also associate the battle group counter with the full
strength counter so that it can be rebuilt using IRs or MRs.

     The Unit Types that can be selected are Artillery, Armor, Mech-Infantry,
Cavalry, Mobile Supply, Paratrooper, Anti-Tank, Motorized Infantry, Infantry,
Railroad Repair, Fortified, Fortification, Partisan, Fortress, Mountain, and
Air-Landing.  Fortified units double the defense strength of the strongest
infantry, cavalry, or motorized infantry unit in the hex (such as French and
Russian fortified divisions).  Fortifications triple the defense strength of the
strongest infantry, cavalry, or motorized infantry unit in the hex if the
fortification has defense strength of zero.  If a fortification has a defense
strength, then it acts like the West Wall and just adds its defense strength to
any attack against the hex.  Fortresses are used in the game as Maginot Line and
Liege hexes.  They are created with all 6 sides active, but the Edit Game
function can be used to activate or deactivate sides of any individual fortress
unit.  Partisan is for Partisan combat units--not Partisan Units or Cadres.  The
remaining counter types should be self-explanatory.

     In order to use new counter types in both the game and the Scenario Editor,
you need to associate the new counter type with countries.  Click on the
Associate w/ Country button, and you will be given a list of all the available
countries.  Click on the radio buttons for the countries you wish to associate
with that counter type.  Press All or None to select all or none of the
countries, and press Accept when you are done with your choices.

     There is an absolute limit of 255 counter types total, or 131 player
created counter types.  Counter types created cannot be deleted, but they
can be disassociated with countries, and also edited creating a new counter
type.


6.0  Political Status & Events Screen.

     This screen allows the user to edit the political status, surrender status,
and just attacked status of each country, colony, and territory.  A number of
other political variables representing political events can also be changed.
Finally, the user can activate certain political actions.

     In the top right corner of the screen the name of a country, colony, or
territory and its political status is displayed in a large box.  By clicking on
the Country button above the box, the user can select any country, colony, or
territory.  After making a selection, click on the status box to change the
status of the political entity.  Countries can either be Neutral, Pro-Axis,
Pro-Allied, Axis, Allied, Axis Occupied, Axis Liberated, Allied Occupied, or
Allied Liberated.  Territories and colonies can either be Axis, Allied, or
belong to any country.  Whether or not a country has surrendered or just been
attacked that turn, can be set by clicking on the Surrender and Just Attacked
radio buttons.  Countries that are Neutral (including Pro-Axis or Pro-Allied)
are not active, and should never have their Surrender nor their Just Attacked
radio buttons turned on.  If a country is Axis or Allied Occupied or Liberated,
it should have its surrender status button turned on.  Germany and Italy cannot
have their political status set to Allied, Axis Occupied, or Allied Liberated;
the United Kingdom, the United States, France, and the U.S.S.R. cannot be Axis,
Allied Occupied, or Axis Liberated.  For more information about what these
political terms mean and entail, see Rule 24.1, Political Status of Countries.

     On the left side of the screen are a number of buttons that will change the
following political variables: Political Points, Eliminated Finnish Units,
Vichy: Ally Evacuate, Vichy: Axis Evacuate, Poland: Axis Evacuate, Benelux
Invasion Week, Benelux Invasion Cycle, Benelux Invasion Year, Suez Entered,
Berlin Entered, Rome Entered, Factory Entered, Vichy Offered, Vichy Accepted,
Axis in Egypt, Axis in French North Africa, German African Limit, Italian
African Limit, German Economic Collapse, Ukraine Activated, Ukraine Nice, Axis
Weather Preparation, Axis Attack Turkey, Allies Attack Turkey, German Albania/
Yugoslavia Entered, Greek Deployment, and Yugo Part Unit Formed.  Most of these
are self-explanatory.  Benelux Invasion Year should be set to a number between
39 and 45 (representing the year of the invasion) if Germany has invaded
Belgium, Netherlands, or Luxembourg.  Axis Attack Turkey and Allies Attack
Turkey affect player control of the Soviet Union when Turkey is not neutral
under option 22, Russia & Turkey.  If the Greek Deployment radio button is on it
indicates that Greece has already deployed its war reinforcements.  Factory
Entered indicates a German Manufacturing Center has been entered by enemy units
at one point already in the game.

     On the right side of the screen the user can set the Player Turn to values
1 through 3, which corresponds to Axis, Allied, and Russian player turns
respectively.  The player can also turn the Russian Control radio button on or
off.  The Russian Control button allows the player to exercise limited control
of Russia during peacetime from the beginning of the game.  This is not part
of the standard Computer War In Europe game, but an option the Scenario Editor
allows.  Note, selecting such an option will alter the balance and flow of the
game.  We recomend you read Rule 17.1, Control of Russia, before selecting this
option.

     Press the Political Actions button to Activate, Surrender, Occupy,
or Liberate a country, or to Remove All Non-Neutral Units from the mapboard.
The first four options will make the appropriate change to political points,
remove surrendered units, change hex ownership of occupied political entities,
and other changes associated with the action.  The user will first be prompted
to choose which power--Axis, Allied, or Russian--that the country is activating
as an ally for, surrendering to, being occupied by, or being liberated by, and
then choose the country the political action is to apply to.  Remove All
Non-Neutral Units from the mapboard is a useful function if you want to setup
the mapboard from scratch, but you might want to use inventory first to get a
list of all active units on the mapboard.


7.0  Axis Reinforcement Screen.

     This screen allows the user to set German and Italian IRs and MRs,
Production Pts, Personnel Pts, Dead APs, U-Boats, Panzer Double (0..10), and
+CRT (0 or 1), as well as altering German and Italian reinforcements, and German
production options.  Panzer Double is a production option that becomes available
after France surrenders and the variable controls the number of German armor
divisions that can be doubled or split.

     The German Production and Italian Production windows allows the user to
view and German and Italian reinforcements/builds for any cycle.  Click on the
Backward and Forward buttons to move backward and forward through the cycles.
Click on the Del Build button to delete reinforcements from that cycle, and the
Add Build button to add reinforcements to that cycle.  Only counters that have
been associated with Germany or Italy (see Units Screen) can be added as their
reinforcements.  Note, the German and Italian reinforcement windows have no
effect on War in the East games.  War in the East games have set Axis
reinforcements that cannot be edited.

     The German Buffer contains German units that have been received as
reinforcements and not placed, and German units that have been removed as cadres
and not been expended in the production process.  To add units to the German
Buffer, click on the Add Unit button.  To delete units from the buffer, click
on the unit you wish to delete.

     Click on the German Production Options button, to create new German
production options.  The user can Add Build Option, Delete Build Option, Add
Valid Cadre, or Delete Valid Cadre.  Add Build Option allows the user to create
a new build option that the German player can use during production.  The user
chooses what counter the build option will produce by clicking on the Build
button and selecting a unit.  Only counters associated with Germany can be
chosen.  The user can also select a cadre in the same manner, but only counters
already assigned to German production are available to be chosen.  The
production point and personnel point cost of the build may be adjusted, and how
many cycles for the build to be completed set.  The number of counters available
for production can also be given a number, but remember this number represents
all German units of this type that can be in existence on the mapboard or in
production at any one time.  To delete a build already created, select Delete
Build Option under the German Production Options button.  German Counters can
also be associated as German cadres by selecting Add Valid Cadre.  Choose any
counter that is not already a German cadre and it will be added as a valid
German cadre.  To remove a unit from the list of valid German cadres, select
Delete Valid Cadre and then select the cadre you wish to remove from the list.


8.0  Allied Reinforcement Screen.

     This screen allows the user to set: United Kingdom, United States, and
French IRs and MRs; United Kingdom and United States Reinforce Cycle (8..91),
Production Pts, Personnel Pts, and Dead APs; UK Air Crew Points and ASW (0..3);
and US Mobilization level (1..6).  UK and US Reinforce Cycle should be set to
the cycle at which they last received reinforcements for.  If they are receiving
reinforcements at the historical rate, then it should be the current cycle.
Thus, in 9/39 the Reinforce Cycle would be 9, and in 5/40 it would be 18 (5 +
13).  The formula for this = cycle + ((year - 39) * 13).  ASW indicates the
number of times that year that the Allied Player has engaged in Anti Submarine
Warfare under option 5.  Production Points, Personnel Points, Dead APs, Air Crew,
and US Mobilization level all are for the Allied Production option, see Rule
31.0.

     The United Kingdom, United Kingdom Suez, French, and the United States
Production windows allow the user to view and US, UK, and French reinforcements
for any cycle.  Click on the Backward and Forward buttons to move backward and
forward through the cycles.  Click on the Del Build button to delete
reinforcements from that cycle, and the Add Build button to add reinforcements
to that cycle.  Only counters that have been associated with the country (see
Units Screen) can be added as its reinforcements.  UK Suez production are units
that will be received in Suez.  These units are not effected by the U-Boat under
the basic rules, and under the Allied Production option are not part of the UK
production.  The UK and the USA receive automatic reinforcements after 5/45 in
the pattern of the three previous historical cycles reinforcements.  France also
receives automatic reinforcements after 8/40.  These automatic reinforcements do
not show up in the reinforcement windows and cannot be edited, although they can
be supplemented by adding reinforcements in the production windows for those
cycles.

     Click on the UK or USA Production Options button, to create new UK or USA
production options.  The user can Add Build Option, Delete Build Option, Add
Valid Cadre, or Delete Valid Cadre.  Add Build Option allows the user to create
a new build option that the Allied player can use during production.  The user
chooses what counter the build option will produce by clicking on the Build
button and selecting a unit.  Only counters associated with the country can be
chosen.  The user can also select a cadre in the same manner, but only counters
already assigned to the production of the country are available.  The production
point and personnel point cost of the build may be adjusted, and how many cycles
for the build to be completed can be set.  The number of counters available for
production can also be given a number, but remember this number represents all
units of this type and nationality that can be in existence on the mapboard or
in production at any one time.  To delete a build already created, select Delete
Build Option under the Production Options button.  Counters can also be
associated as cadres by selecting Add Valid Cadre.  Choose any counter that is
not already a cadre of that country and it will be added as a valid cadre.  To
remove a unit from the list of valid cadres, select Delete Valid Cadre and then
select the cadre you wish to remove from the list.  UK and USA Production
Options only come into play when using the Allied Production option.


9.0  Russian Reinforcement Screen.

     This screen allows the user to set Russian Arms Points, Personnel Pts, Dead
APs, Resource Centers, Eliminated Units, Mobilization (0..3), Cycle Entry
(8..91), and Week Entry (0..4).  Eliminated Units indicates how many Russian
units have been eliminated so far and impact on disruption of Russian
production.  Mobilization indicates the status of Russian war deployment of 1-4
Inf Divs during its first three turns of war.  It should be set to 3 before
Russia has experienced its first player turn while at war, and decreased by one
(until 0) for each turn after that.  Cycle Entry indicates what cycle Russia
entered the war, but starts counting cycles beginning in 1/39.  Thus, in 7/41
the Cycle Entry would be 33, because there were 26 total cycles in 1939 and
1940, and 7 cycles in 1941, and 7 + 26 = 33.  The formula is: cycle + ((year -
39) * 13).  Cycle Week Entry is simply the week in the cycle--1 through 4--when
Russia enters the war.

     The Russian Production window allows the user to view and edit Russian
reinforcements for any cycle.  Click on the Backward and Forward buttons to move
backward and forward through the cycles.  Click on the Del Build button to
delete reinforcements from that cycle, and the Add Build button to add
reinforcements to that cycle.  Only counters that have been associated with the
country (see Units Screen) can be added as its reinforcements.  Russian
production when under computer control does not appear in the Russian Production
window and cannot be edited.

     The Russian Buffer contains Soviet units that have been received as
reinforcements and not placed, and Soviet units that have been removed as cadres
and not yet been expended in the production process.  The Siberia Buffer
contains Soviet units and production centers that have been placed or moved to
Siberia.  To add units to either Buffer, click on the Add Unit button.  To
delete units from the buffer, click on the unit you wish to delete.

     Click on the Soviet Production Options button, to create new Soviet
production options.  The user can Add Build Option, Delete Build Option, Add
Valid Cadre, or Delete Valid Cadre.  Add Build Option allows the user to create
a new build option that the Russian player can use during production.  The user
chooses what counter the build option will produce by clicking on the Build
button and selecting a unit.  Only counters associated with the country can be
chosen.  The user can also select a cadre in the same manner, but only counters
already assigned to the production of the country are available.  The arms point
and personnel point cost of the build may be adjusted, and how many cycles for
the build to be completed can be set.  The number of counters available for
production can also be given a number, but remember this number represents all
units of this type and nationality that can be in existence on the mapboard or
in production at any one time.  To delete a build already created, select Delete
Build Option under the Production Options button.  Counters can also be
associated as cadres by selecting Add Valid Cadre.  Choose any counter that is
not already a cadre of that country and it will be added as a valid cadre.  To
remove a unit from the list of valid cadres, select Delete Valid Cadre and then
select the cadre you wish to remove from the list.


10.0  Air Screens.

      These screens allows the user to edit the air forces of the belligerents
and their combat status.  At the top of the screen the user can set the
nationality of the three Wings in each sides fronts.  A Wing is simply the name
for the three rows of APs listed in each front by nationality.  We recommend
that in the Axis Air Screen, the 1st Wing always remain German, and that the 2nd
Wing should be set to Italian if active, and in the Allied Air Screen, the first
Wing should be UK (if still active), and the 2nd Wing either be France of USA if
either is active.  The Russian's only have one Wing which is always set to
Russian.  Setting a Wing to neutral means that there is no country to occupy it.
The user can also edit how of each Wing Countrys APs are unassigned (not
assigned to any of the three fronts).  The number of ATPs not assigned to any
front can also be adjusted at the top of the screen.

      At the bottom of the screen is the front window.  To change which front is
displayed, click on the Select Front button, and select either West, East, or
South Fronts.  In each front you can assign APs to each Wing Country under one
of the five missions: Air Superiority, Air-Ground, Air-Sea, Transfer, and
Unassigned.  You can also select the number of ATPs assigned to each front.
Click on the Superiority box to set which side (Axis, Allied, or Russia) has air
superiority, or if no one has air superiority, select Neutral.  Click on the
Air Supremacy radio button to turn on/off the air supremacy status of the side
that has Air Superiority.  For example, if you are in the West Front of the Axis
Air Screen, and want the Allies to have Air Supremacy, set Air Superiority to
Allied and turn on the Supremacy radio button.  (This will also change the same
information in the Allied and Russian West Front boxes.)  Air Attrition allows
you to set the number of APs in that front that were available offensively so
far that cycle for Air Attrition.  You can also set how many ATPs are recycling
and at what point they are in the process--Recycle 1 ATPs will be ready next
turn and Recycle 4 will be ready in 4 turns.  Click on the Wing radio button to
activate or deactivate a Wing in a particular front.  To add an airborne unit
to the Front, click on Add Airborne and select the airborne unit and its
readiness.  To delete an airborne unit, just click on it.


11.0  Navy Screen.

      This screen allows the scenario designer to edit the naval assets of the
various navies and to add or delete navies by using the Add Fleet and Remove
Fleet buttons.  We do not recommend you use Add Fleet or Remove Fleet.  Instead,
use the political functions in the Political Status & Events Screen (see 6.0) to
effect Surrenders, Occupations, and Activations, which will then automatically
adjust the status of the corresponding navies.  However, we provide this ability
to give the user greater control.  One example where it would be useful, is if
the user wishes to create a 1943 scenario in which Leningrad had capitulated
long ago, he could then use Remove Fleet to remove the Russian Baltic fleet.
Note, that you can set the owner of the Russian Black Sea (Russia or Axis) and
the French Fleet (France or Vichy).  If the Russian Black Sea fleet is set to
Axis, its naval transport points should be reduced to one.  The German and
Allied navies have Recycle 1 through Recycle 9 in order to set how many
Amphibious points are being recycled and how along they are in the process
(Recycle 9 has nine weeks until recycled).


12.0 Strategic Bombing Screen.

     The left side of this screen allows you to edit the Accuracy level for
Allied bombing, the number of Unassigned Escorts and Unassigned Bombers (not
assigned to any Strategic Bombing Base), and how many bombers are being recycled
and the number of cycles until recycled (Recycle 10 indicates 10 cycles until
those bombers are recycled).  In the right side of the screen the user can set
the number of Axis Interceptors assigned to each of the three Fronts.

     In the center of the screen you can edit the three Allied Strategic Bombing
Bases.  The Valid radio button for each Base determines whether the Base is
active or not.  The player can set the number of Bombers and Escorts assigned to
a particular Base.  You must also set the Base coordinates (HX, HY) for each
active Base.  To set the coordinates for a Base, go to the mapboard and use the
Find Unit function to find a Base.  Note the hex number of the Base, which is
displayed in the Hex Display window, and then convert the hex coordinates to
global coordinates.  For example, if the hex number is B2833, then the hex is in
map B, with an X value of 28, and a Y value of 33.  To convert these numbers to
global coordinates, add the following numbers to the X and Y value as per the
map:
        Map A  X+0,  Y+34
        Map B  X+38, Y+0
        Map C  X+38, Y+33
        Map D  X+38, Y+66
        Map E  X+38, Y+99
        Map F  X+98, Y+0
        Map G  X+98, Y+33
        Map H  X+98, Y+66
        Map J  X+98, Y+99
Thus, in the above example the global coordinates would be HX=66, HY=33 for
hex number B2833.


13.0 Production Centers Screen.

     This screen allows the user to set the status of German Manufacturing
Centers, UK Manufacturing Centers, and Resource Centers.  The status of all the
centers is a number ranging from 0 to 6 and having the following meaning:
         0 Functional
         1 Manufacturing Hit
         2 Resource Center Hit
         3 Transportation Hit  (Russia: Off-line 1)
         4 Off-line 1           (Russia: Off-line 2)
         5 Off-line 2           (Russia: Off-line 3)
         6 Ground Damaged
Note, that even if a Center is functional, it will still have to trace a
rail connection to Germany for Germany to use it, and to Siberia for Russia to
use it.  Manufacturing and Resource Hits should also be registered on the actual
Center counter in the mapboard--use the Edit Game function to edit the Center on
the mapboard.  Transportation Hits need to be added to the hex using the Edit
Game function to add a Transportation Hit counter.  Resource Centers can be used
by either Russia or Germany.  A captured Center should be set to Ground Damaged,
unless the Center was rebuilt since it was captured.  Centers in the process of
being rebuilt are set to Off-line 1 or Off-line 2.  Russia needs 3 cycles to
rebuild Resource Centers rather than 2, and therefore for Russian owned centers
only, 3 corresponds to Off-line 1, 4 to Off-line 2, and 5 to Off-line 3.


14.0 Dead Units Screen.

     This screen allows the user to edit the eliminated units of France, Italy,
Turkey, and Spain.  Each of these four countries has its own buffer window.
Each buffer contains units that have been eliminated and can thereafter be
received as reinforcements.  To add units to a Buffer, click on the Add Unit
button.  To delete units from a Buffer, click on the unit you wish to delete.


15.0 General Buffer & USA Buffer Screen.

     This screen allows the user to edit the General Buffer and USA Buffer.  To
add units to a Buffer, click on the Add Unit button.  To delete units from a
Buffer, click on the unit you wish to delete.  The General Buffer serves many
functions.  All non-German and non-Russian reinforcements are placed in the
General Buffer awaiting placement during the owning player reinforcement phase
or cycle.  Thus, if Greece had been attacked by Germany, and the Allies had not
yet placed Greeces war deployment, the units would be waiting in the General
Buffer.  The UK also uses the General Buffer to store all units it has removed
as cadres for the production process under the Allied Production option.  Also
under the Allied Production option, the USA uses the General Buffer for all
reinforcements transported to Europe with Sea Lift, but not yet placed on the
mapboard.  The USA Buffer is used for American reinforcements that have been
received in the USA, but not yet Sea Lifted to Europe.


16.0 Copyright Information & Scenario Files.

     War In Europe is the property of Decision Games, P.O. Box 4049, Lancaster,
CA 93539-4049, e-mail: DecisionGI@AOL.COM.  The computer version, adapted from
the original board game, was designed and programmed by Gregory Ploussios.

     Decision Games authorizes licensed owners of Computer War In Europe to
create Scenario Files (Player Scenario Files) for their own use using the
Scenario Editor.  Further, as long as no price is charged nor any consideration
received, these Player Scenario Files may be copied, transmitted, and
distributed to others, and may be posted for downloading on the Internet or any
electronic bulletin board.  Decision Games reserves the sole right to make
commercial use of any scenario files created with the Scenario Editor.
