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The problem is that all these maps do not contain a coastal road connecting Iran and Pakistan.

Only the map from tioperete contains this road on the map. Unfortunately, there is no map legend and it is difficult to understand whether is it just a camel trail or a truck-accessible road. At least on the Soviet maps, camel trails and trucks roads differ graphically. But unfortunately the Soviet map did not include this most interesting part of Iran.

Mr. Nick 3210,

I suggest not to blocked plains and hill provinces even though there may be or not a road, because road could be built easily there in the game (as in real life).

Also, many WWII divisions could cross almost any type of terrain, with or without road (mountain infantry, jager division, regular soviet division, japanese infantry division, partisan units, some tribal units, etc.). Many WWII units were not motorised at all (or almost not motorized), so they would cross most of terrain, albeit slowly. To some extent, they were not much difference between Roman legions and Wehrmacht, or Soviet or Japanese ordinary divisions for the capacity to cross terrains.

The regular soviet infantry division crossed almost all type of terrains and rivers during the war (maybe except mountain). Blocking connexion between mountain provinces that have no road is realistic, but blocking plains and hills would become unrealistic in my humble opinion.

In Russia, the Wehrmacht was often supplied by sleigh drawn by horses. The germans had sometime to build road made of logs on the mud. Many part of the eatsern front had no road.

At end, the map is made for your mod, so you have the final word !
 
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At end, the map is made for your mod, so you have the final word !
It seems that one way or another we are making a common map, where Nick just acts as the final customer. Therefore, I will take into account the opinions and suggestions of other modders regarding the configuration of provinces, to make a reasonable map suitable for everyone. Especially regions out of USSR :D

The connections between provinces are easy to change, each modder can make them as he sees it for his mod, so at least in this issue there are no problems.

Yes, divisions could cross the impassable terrain from one convenient road to another in small spurts. But without roads, it is very difficult for you to move more than may be 50 km away from normal roads. The further away the shoulder, the more transport you need to bring fuel for your trucks (or fodder for your horses), as a result, your supply trucks start working just so that they can work. Even if it's plains/steppes. I'm not even sure if it's possible to drive 50 km in a truck without a road, unless it's a flat and dry steppe/desert.
Moreover, when driving off-road, you consume much more fuel with much lower speed and much more wear out your tires.

There is no separation of mountain divisions from mechanized in the game. Since all divisions of key powers, except the mountain infantry, had trucks (few-many, but have), we should focus on the cross-country ability of trucks, not donkeys, camels and horses.

All sides try to launch an offensive along good roads and control key logistics hubs. 80 years ago, today, the war is going on along the same roads and the same logistics hubs..

Roads have been built for years. There are not many important military roads that were built from 1936 to 1945, and someone here recently listed them. The fingers of one hand are enough to count them.
The roads map is 99.9% unchanged, from 1936 to 1945.

I try to set blocks mostly in harsh terrain where there are no roads or only dotted trails on old maps - north, deserts, rocky/mountainous deserts, mountains.
A map with realistic blocks between provinces seems to me much more interesting than a bald map without blocks.

For example, I make North Africa according to Soviet/British road maps and according to the real routes of the warring sides.
I believe that Africa, where you can walk in any direction and cross the Sahara, as in a vanilla game, is completely absurd.

But our improved map will not contain all these blocks at "map level". This is unnecessary work for Vilochka. Every modder can do as he sees it.

Lybya.jpg
 
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It seems that one way or another we are making a common map, where Nick just acts as the final customer. Therefore, I will take into account the opinions and suggestions of other modders regarding the configuration of provinces, to make a reasonable map suitable for everyone. Especially regions out of USSR :D

The connections between provinces are easy to change, each modder can make them as he sees it for his mod, so at least in this issue there are no problems.

Yes, divisions could cross the impassable terrain from one convenient road to another in small spurts. But without roads, it is very difficult for you to move more than 50-100 km away from normal roads. The further away the shoulder, the more transport you need to bring fuel for your trucks (or fodder for your horses), as a result, your supply trucks start working just so that they can work. Even if it's plains/steppes.
Moreover, when driving off-road, you consume much more fuel and wear out your tires much more.
There is no separation of mountain divisions from mechanized in the game. Since all divisions of key powers, except the mountain infantry, had trucks (few-many, but have), we should focus on the cross-country ability of trucks, not donkeys, camels and horses.

All sides try to launch an offensive along good roads and control key logistics hubs. 80 years ago, today, the war is going on along the same roads and the same logistics hubs..

Roads have been built for years. There are not many important military roads that were built from 1936 to 1945, and someone here recently listed them. The fingers of one hand are enough to count them.
The roads map is 99.9% unchanged, from 1936 to 1945.

I try to set blocks mostly in harsh terrain where there are no roads or only dotted trails on old maps - north, deserts, rocky/mountainous deserts, mountains.
A map with realistic blocks between provinces seems to me much more interesting than a bald map without blocks.

For example, I make North Africa according to Soviet/British road maps and according to the real routes of the warring sides.
I believe that Africa, where you can walk in any direction and cross the Sahara, as in a vanilla game, is completely absurd.

But our improved map will not contain all these blocks at "map level". This is unnecessary work for Vilochka. Every modder can do as he sees it.

View attachment 1275304


Well, these North Africa blockings are well known. A good map must have it.

I might suggest maybe at least these 2 blocked connections for Iran map :

(I have seen no road on the 1939 Iran map connecting Birjand to Samnan, and Bandar Abbas to Kerman.


Iran-Pakistan map changed.jpg
 
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I might suggest maybe at least these 2 blocked connections for Iran map :
I currently have such connections on the map of this region. But seems it needs to be checked again, taking into account the map from tioperete.
To be honest, this coastal road on his map upset me, I considered the lack of communication between Iran and British India to be a good nuance for multiplayer gameplay.
But since this road has been found at least on one old map, apparently this connection needs to be made.

Iran — копия.jpg
 
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Do you think that the map of Iran that I draw is valid ? Because the actual provinces in DH are based on the territorial divisions made long after WWII.
I'm not going to delve into other regions right now, I'm puzzling over Ukraine )

Regarding administrative boundaries, I believe they can be used to create curved, unusual provincial lines in flat areas, as long as they don't interfere with logic.
But administrative borders are definitely not a sacred cow, and if they even slightly interfere with logic and logistics, they can be ruthlessly changed.
Especially for mountainous areas.
For the war, only the logic of logistics and the logic of terrain type matters, administrative boundaries are absolutely not important for (normal) war.

In Iran, I would probably pay more attention to the natural boundaries of the terrain than to the administrative boundaries. There are pronounced mountains and desolate mountain plateaus. Perhaps it makes sense to take into account also the natural boundaries of this terrain types to properly install this in the game. It is very unpleasant when a DH map province contains 50% of the mountains and 50% of the plains/deserts.
 
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I moved back to Europe after a trip around the world.

Here I suggest some changes in Romania in order to adjust with the the terrain or to add some medium size important cities:

- Maybe to expand Tulcea southward in Constanta (like it is in reality) ;

- To create Botosani from northern part of Iasi ;

- To create Piatra Neamt form the northern part of Bacau ;

- To create Targu Mures (it is hills instead of moutain) from south part of Bistrita - and to expand it a little bit in Turda ;

- That Sibiu will be at northern part of former province of the same name (it is hills) ;

- To create at southern part of former Sibiu : Petrosani (it is mountain area) ;

- To rename the province 289 : Deva ;

- To create Valcea from northern part of Craiova ;

- To create Targoviste from western Ploesti ;

- I have not indicated any blocking points, I am not sure of the roads at that time.


Romania modified map.JPG




These changes are based on these maps :


- Physical map of today Romania :

Physical_map_of_Romania.jpg


- 1939 Romania map :
(it seems to include many roads or most probably rivers)

1939_ROMANIA.jpg


- Another map of Romania in 1930 :

Romania_1939.jpg
 
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I'm not going to delve into other regions right now, I'm puzzling over Ukraine )

Regarding administrative boundaries, I believe they can be used to create curved, unusual provincial lines in flat areas, as long as they don't interfere with logic.
But administrative borders are definitely not a sacred cow, and if they even slightly interfere with logic and logistics, they can be ruthlessly changed.
Especially for mountainous areas.
For the war, only the logic of logistics and the logic of terrain type contours matters, administrative boundaries are absolutely not important for (normal) war.

In Iran, I would probably pay more attention to the natural boundaries of the terrain than to the administrative boundaries. There are pronounced mountains and desolate mountain plateaus. Perhaps it makes sense to take into account also the natural boundaries of this terrain types to properly install this in the game. It is very unpleasant when a DH map province contains 50% of the mountains and 50% of the plains/deserts.

In fact, I took in count some geographics areas to create flat territories at the northern and southern part of Iran.

I did not how to represent the big Iranian central desert, I am not sure if it is on high ground or not.

When you will be ready, we can check it a second time if you are interested !

By the meantime, I'll present some suggestions for others countries, I dont want to disturb you to much from finishing USSR.
 
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It seems that one way or another we are making a common map, where Nick just acts as the final customer. Therefore, I will take into account the opinions and suggestions of other modders regarding the configuration of provinces, to make a reasonable map suitable for everyone. Especially regions out of USSR :D

The connections between provinces are easy to change, each modder can make them as he sees it for his mod, so at least in this issue there are no problems.

Yes, divisions could cross the impassable terrain from one convenient road to another in small spurts. But without roads, it is very difficult for you to move more than may be 50 km away from normal roads. The further away the shoulder, the more transport you need to bring fuel for your trucks (or fodder for your horses), as a result, your supply trucks start working just so that they can work. Even if it's plains/steppes. I'm not even sure if it's possible to drive 50 km in a truck without a road, unless it's a flat and dry steppe/desert.
Moreover, when driving off-road, you consume much more fuel with much lower speed and much more wear out your tires.

There is no separation of mountain divisions from mechanized in the game. Since all divisions of key powers, except the mountain infantry, had trucks (few-many, but have), we should focus on the cross-country ability of trucks, not donkeys, camels and horses.

All sides try to launch an offensive along good roads and control key logistics hubs. 80 years ago, today, the war is going on along the same roads and the same logistics hubs..

Roads have been built for years. There are not many important military roads that were built from 1936 to 1945, and someone here recently listed them. The fingers of one hand are enough to count them.
The roads map is 99.9% unchanged, from 1936 to 1945.

I try to set blocks mostly in harsh terrain where there are no roads or only dotted trails on old maps - north, deserts, rocky/mountainous deserts, mountains.
A map with realistic blocks between provinces seems to me much more interesting than a bald map without blocks.

For example, I make North Africa according to Soviet/British road maps and according to the real routes of the warring sides.
I believe that Africa, where you can walk in any direction and cross the Sahara, as in a vanilla game, is completely absurd.

But our improved map will not contain all these blocks at "map level". This is unnecessary work for Vilochka. Every modder can do as he sees it.

View attachment 1275304
My noted: U shouldnt block movement from Bir Hakeim to Bir el Gubi and from Bil el Gubi to Bardia.
The reason is based on the fact that the italo-german forces BYPASSED the fortress Tobruq via Bir Hakeim - El Gubi - Bardia. With your map split the historical bypassing cant be done anymore.
 
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My noted: U shouldnt block movement from Bir Hakeim to Bir el Gubi and from Bil el Gubi to Bardia.
The reason is based on the fact that the italo-german forces BYPASSED the fortress Tobruq via Bir Hakeim - El Gubi - Bardia. With your map split the historical bypassing cant be done anymore.

Obviously, you were there Herr Generalfeldmarshall, so you know your stuff !
 
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My noted: U shouldnt block movement from Bir Hakeim to Bir el Gubi and from Bil el Gubi to Bardia.
The reason is based on the fact that the italo-german forces BYPASSED the fortress Tobruq via Bir Hakeim - El Gubi - Bardia. With your map split the historical bypassing cant be done anymore.
I agree, my mistake. Thanks for pointing!
Curiously, the Hakeim - Gubi block really is not set on my map.
 
View attachment 1274760
-La Seo de Urgel modification, explained in a post before.

-Revised some things around Brittany: Nantes lies north side of the Loire. Vannes adition was my idea and I think a nice one, but taking into account the wrong Nantes location maybe would be more interesting just expanding St Nazaire and relocate Nantes to her true position. You can see the roads in blue, with a light blue way from Vannes to Angers that it's just little roads connecting villages. That would mean adjusting also La Rochelle area of influence, (which should have direct way to Bordeaux without passing by Angouleme in the south) a bit to the North, and making old Nantes province La Roche-sur-Yon. Not all I said here painted in the map.

-In the Western Alps, I missplaced Grenoble a bit to the south, but I saw Cuneo is maybe not fit for its role and Susa would be maybe a better name por the province, as it is nosense to force the way from Chambery to Torino by Cuneo. Susa pass to Chambery by Moncenisio usually is closed in winter. Having 2 different provinces, Susa and Cuneo, would fit, but I prefer not to go for too much litlle provinces except strictly necessary. Also from Susa you have the Briaçon pass to Grenoble, this one I didnt paint in the map, also closes in winter. Both passes were used to invade France.
The connection between Cuneo and Nizza can be closed in winter, but it was used by the 5a Div. Cosseria to attack and invade towards Mentone.
From Grenoble to Nizza, Grasse road should be rarely closed in winter.
Chambery to Sion is closed in winter and a very bad route, except you go via Geneva, issue is that you don't have to enter the city properly as you can border Lac Leman avoiding Swiss territory, but it has to be taken into account for calculating distances.
Bern should have direct way to Belfort, I thought about adding Basel as a mandatory pass from Bern and Zurich to Alsace. Also thought abut Lucern as an axis between Basel-Zurich-Bern-Lugano but at the end discarded the idea as it would be redundant, anyways something to discuss if it contributes or not.
Modified Dijon to accomodate better its position as mid point between Le Creusot and Belfort.
Removed Pontarlier salient, nosense and direct road from Bourg to Geneva. Also think Pontarlier should be discarded and changed to Besançon, whose location is marked in purple/yellow.
All these Alpine road and passes issue would be wonderfull if DH devs implemented a feature that allows some border crossings be dependant on climate.

- in the Eastern Alps, modified Kranj-Maribor border to force Kranj to Zagreb route go through Ljubljana or Maribor.
I made Graz connect directly to Gyor and Zalaegerszeg by taking a part of Eisestadt, and divided Leoben from Graz, maintaining Leoben as mountains and making Graz hills.
Also I propose to create Varadzin from Bjelovar and give part of Osijek to Bjelovar, making Varadzin plains and Bjelovar hills, maintaining the forest in Osijek.

-in the Tatras, removed the way from Brno to Zilina, but rethinking I did not develop Slovakian lands as much careful as Alps or Greece. Trencin and Nitra as distributors should work, specially Nitra as hills and moving a bit Banska Bystrica eastwards. Some extending of the Tatras taking part from Presov province would be nice. Something to consider is adding Proprad there ass a pass from Zilina, Banska Bystrica and Zakopane to Presov.

-in Poland, moved Krakow to its correct side of the Vistula, making also its connections more logical, and renaming old Krakow province to Zakopane. These way we hace Krakow as city terrain and maintain the Tatras mountains as Zakopane. Katowice would become plains, in 1936 I don't see a justification for it to be city terrain.
Added Baranowicze cause logistical and importance reasons, but possible limits should have to be discussed as it would be Poland-USSR border.
Added Rzeszow in the map but maybe it's not that neccesary.

In Tuscanny, when I proposed Grosseto I was thinking about a mid point from Tuscany to Rome, taking part of southern Tuscany and northern Lazio. Some border ideas and cuts there, nothing clear. When Rodolphe proposed Lucca to make Florence inland, I thought the obvious choice was Pisa, not Lucca. But we added La Spezia as a main port and fleet base, so adding Pisa would maybe overcrowd the area. We can also maintain a port in Florence representing Pisa.
But I think keeping Livorno, as a coastal fortress and main port of Tuscanny, is a good idea, while Grosseto would fill the initial role I thought for it.

-In Bulgaria moved Plovdiv to its correct side of Maritsa river taking half of Haskovo. Renamed old Plovdiv to Stara Zagora. Sofia province would need little correction to make visual connection to Plovdiv a bit bigger. Plovdiv to Kavale connection not avaliable cause the Rhodope.

-in Macedonia and Greece, first one is the complete missplacdment of Lake Ohrid.
Stip and Bitola added. Stip can be maybe innecesary, I'd like to know your opinion guys, but think Bitola is interesting, specially taking into account the logistics and Greece rework with the impassable terrain towards Veria.

-in Greece, I reworked the Metsovo-Kozani mess, by dividing it into mountains Kozani and Trikkala, and Veria, which terrain I dont have clear.
Lamia new province ass a pass from Agrinion to Larissa and to force the way from Trikkala to Agrinion by it or Ioannina, and also an extra barrier to protect Beocia (Lebadea) and Atica (Athens).
In the Pelepponese, 1 or 2 cuts. Corinth as the key pass to Patras and the rest of the peninsula, that could be Napflio and Kalamata, or just Kalamata.

[Maps deleted]

Changes:
France:
Added: Nantes added as new urban city to get a nice contrast to the region.
I want to keep the Uboat bases because its seems to me they were added for that reason and to get the "siege situation".
Adjusted: Fromer Nantes (now La Roche-sur-Yon), St-Nazaire and Vannes were edited.
Adjusted: Angers - Le Mans - Orleans and Chartres were adjusted to add some room to the provinces.

Balkan:
Adjusted: Maribor and Kranj adjusted
New: Varazdin added to get the plains into the area.
Adjusted: Bjelovar and Osijek were adjusted in size for adding Varazdin.

Austria:
New: Loeben added for the mountain area.
Adjusted: Graz was modified for Loeben and turned into a hill reducing the stress of terrain in the area.

Poland:
New: Krakow moved to the north and is working as a new intersection on the map.
Adjusted: Vistula around Krakow was moved a bit further south.
Adjusted: Zakopane was modified and shrinked.

Slovakia:
Added: Nitra plains were added.
Adjsuted: Bratisalava, Zilina and Banska Bystrica adjsuted in size. Banska Bystrica turned into a forrest.

Bulgaria:
Added: Haskovo is a new moutain province blocking Greek from Bulgaria.
Adjusted: Plovdiv moved on the southern side of the river and turned into a hill.
Adjusted: Old Plovdic became Stara Zagora.

Macedonia:
New: Prilep added as buffering province to greece. The region is a hill terrain.
Adjusted: Skopje adjusted in size for the new province.

Greek:
New: Kozani added to get the hill split into the greek front.
New: Trikala plains added.
New: Kalamata added to form a better coastal line and terrain design.
Adjusted: Veria - former Kozani - is now a plain province with the crosstown of Veria.
Adjusted: Ioannina, Agrinion, Levadhia and Larissa adjusted in size for Trikala plains.
I kept the single Levadhia province. An additional split would just add a new province and wont improve the map at the area. Levadhia is still a blocking province for Athen.
Adjusted: Corinth adjusted in size for the new coastal province.

Italy:
NOTES: I didnt reworked the Grosseto area.
I'm not sure that adding MORE provinces here would add anything.
U can discuss the provincal name for sure but I think the overall shape is already working and I think adding more provinces in the area will help with anything.
 
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Obviously, you were there Herr Generalfeldmarshall, so you know your stuff !
To be fair because of CoH3 game I got back into the entire italian and african stuff so in the last 3 years I read a lot of stuff about the southern front - and I learned a lot new stuff about the armies involved.
 
View attachment 1275614
Changes:
France:
Added: Nantes added as new urban city to get a nice contrast to the region.
I want to keep the Uboat bases because its seems to me they were added for that reason and to get the "siege situation".
Adjusted: Fromer Nantes (now La Roche-sur-Yon), St-Nazaire and Vannes were edited.
Adjusted: Angers - Le Mans - Orleans and Chartres were adjusted to add some room to the provinces.

Balkan:
Adjusted: Maribor and Kranj adjusted
New: Varazdin added to get the plains into the area.
Adjusted: Bjelovar and Osijek were adjusted in size for adding Varazdin.

Austria:
New: Loeben added for the mountain area.
Adjusted: Graz was modified for Loeben and turned into a hill reducing the stress of terrain in the area.

Poland:
New: Krakow moved to the north and is working as a new intersection on the map.
Adjusted: Vistula around Krakow was moved a bit further south.
Adjusted: Zakopane was modified and shrinked.

Slovakia:
Added: Nitra plains were added.
Adjsuted: Bratisalava, Zilina and Banska Bystrica adjsuted in size. Banska Bystrica turned into a forrest.

Bulgaria:
Added: Haskovo is a new moutain province blocking Greek from Bulgaria.
Adjusted: Plovdiv moved on the southern side of the river and turned into a hill.
Adjusted: Old Plovdic became Stara Zagora.

Macedonia:
New: Prilep added as buffering province to greece. The region is a hill terrain.
Adjusted: Skopje adjusted in size for the new province.

Greek:
New: Kozani added to get the hill split into the greek front.
New: Trikala plains added.
New: Kalamata added to form a better coastal line and terrain design.
Adjusted: Veria - former Kozani - is now a plain province with the crosstown of Veria.
Adjusted: Ioannina, Agrinion, Levadhia and Larissa adjusted in size for Trikala plains.
I kept the single Levadhia province. An additional split would just add a new province and wont improve the map at the area. Levadhia is still a blocking province for Athen.
Adjusted: Corinth adjusted in size for the new coastal province.

Italy:
NOTES: I didnt reworked the Grosseto area.
I'm not sure that adding MORE provinces here would add anything.
U can discuss the provincal name for sure but I think the overall shape is already working and I think adding more provinces in the area will help with anything.

Well, this massive work is very interesting and I would not argue about names or adding more provinces.

What do you think of my suggested changes in Romania ?

I will make suggestions for Turkey and do better suggestions for UK in the following days.
 
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Central/Southern Ukraine

The key problem here in vanilla map is Ochakov, It blocks the normal straight paths. There are two intersections in this province... and none of them is Ochakov.
So we need completely change everything here.

- Odessa has become a smaller urban province that can be historically surrounded.
- Ochakov has also become a small province that no longer blocks direct routes and need just to 'surround Odessa' and to provide more short access from Odessa to Nikolaev than through Berezovka.
- Berezovka is a key intersection in this area, through which the roads of the surrounding provinces go - from Balta, Tiraspol, Odessa.
- Pervomaisk has been added as the right logistics hub in this area.
- Balta and Uman have changed their forms to ensure proper logistical links with the surrounding provinces. No more wrong Vinnitsa - Cherkasy direct connection, but Uman - Zhitomir now is.

- cross connection Uman - Balta / Mogilev-Podolsky - Pervomaisk , formally connected by non-straight secondary winding roads.
Therefore, whoever wants, you can make or not make connections here, any options will not be mistake. I'll probably set blocks here just for tactical reasons.

- the other cross-connection is true, to be done.


Ukraine.jpg


1938-1940 combine soviet map (this map contains even poor country roads, unlike the General Staff 1941-1942 maps) + some foreign lists
www.etomesto.ru/view.php?map=rkka_europe&key=1&y=50.289762&x=30.940811

ahaha, Turkey list is German and from future, lol
1938 map.jpg


comfortable 1941 General Staff map, but without poor country roads
http://map.etomesto.ru/base/99/euro-1941-08-05-rkka.jpg
 
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Well, this massive work is very interesting and I would argue about names or adding more provinces.

What do you think of my suggested changes in Romania ?

I will make suggestions for Turkey and do better suggestions for UK in the following days.

Central/Southern Ukraine

The key problem here in vanilla map is Ochakov, It blocks the normal straight paths. There are two intersections in this province... and none of them is Ochakov.
So we need completely change everything here.

- Odessa has become a smaller urban province that can be historically surrounded.
- Ochakov has also become a small province that no longer blocks direct routes and need just to 'surround Odessa' and to provide more short access from Odessa to Nikolaev than through Berezovka.
- Berezovka is a key intersection in this area, through which the roads of the surrounding provinces go - from Balta, Tiraspol, Odessa.
- Pervomaisk has been added as the right logistics hub in this area.
- Balta and Uman have changed their forms to ensure proper logistical links with the surrounding provinces.

- cross connection Uman - Balta / Mogilev-Podolsky - Pervomaisk , formally connected by non-straight secondary winding roads.
Therefore, whoever wants, you can make or not make connections here.

- the other cross-connection is true, to be done.


View attachment 1275632

1938 soviet map (this map contains even poor country roads, unlike the General Staff 1941-1942 maps)
www.etomesto.ru/view.php?map=rkka_europe&key=1&y=50.289762&x=30.940811

comfortable 1941 General Staff map
http://map.etomesto.ru/base/99/euro-1941-08-05-rkka.jpg

It is a great idea to make possible to surround Odessa ! The siege of Odessa lasted 2 months in 1941.
 
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It is a great idea to make possible to surround Odessa ! The siege of Odessa lasted 2 months in 1941.
This is unlikely to be possible in multiplayer... but with the help of mistakes of USSR player and by two paratroopers... this have a little chance to be happen.
Just some Russian players demanded the possibility of historical encirclement of Odessa. OK, let it be.
 
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This is unlikely to be possible in multiplayer... but with the help of mistakes of USSR player and by two paratroopers... this have a little chance to be happen.
Just some Russian players demanded the possibility of historical encirclement of Odessa. OK, let it be.

I will fortify the city and spend 1 millions men in it to defend the Motherland against the invaders.
 
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If this road is existed even on this map, where are almost no roads, then it is probably of very good quality road. :D

https://www.britishempire.co.uk/images2/middleast1922map.jpg
Well, these North Africa blockings are well known. A good map must have it.

I might suggest maybe at least these 2 blocked connections for Iran map :

(I have seen no road on the 1939 Iran map connecting Birjand to Samnan, and Bandar Abbas to Kerman.


View attachment 1275325

I checked the geography of Iran more deeply, and here is a more accurate but weird map of Iran :

(There is 3 separated deserts in central - eastern Iran)

The blocked connection are not exhaustives, they may be more.

Iran-Pakistan map changed.JPG
 
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