
May 18th , 2023
   All air units can attack subs now. Fighters get -1 to the evasion Die Roll.
  (D6 <3 = sub evades)
April 15, 2023
   Re-worked Engineer settings in game, and equipment editor. 3 values.
   
   1 = construction (Build airfields, railroads/roads, bridges.)
   2 = combat engineer (Ignores entrenchment levels while attacking.)
         Flame throwers, demo charges, etc.
   3 = assault boats/river crossing equipment. Engineer unit itself is treated
         as a bridge. No penalty while attacking from river, or beach.
         (Beach is an ocean/water hex adjacent to land. Amphibious landing option.)\
   
     AI will treat AA, AD with a little more caution. Bad weather could mis-lead AI into
   thinking some hexes were safe. (Rain effects on air combat.) Then the weather
  would clear...leaving them in a dangerous hex.
         
   
March 17, 2023
   Infantry that have not used movement factors yet get +1 to attack grade if attacking hard targets in close terrain. (Close combat bonus)
   Artillery shelling cities, or ports can create bomb damage. (Rubbling cities)
   Forts may or may not support other units like Artillery. I am not sure. Still testing. May make forts too powerful ? I have already added some
   static fortress artillery in the Artillery class. I may take them out.
   Units in cities are NOT in supply if the city hex has more than 200 bomb damage. (See note on Artillery above.)
   This may be a good way to get forts destroyed ...even if they support each other with fire.  Maybe give Combat Engineers, Elite Assault troops
   a bonus / surprise non-supported attack ? 
Nov. 5th, 2022
   Halved Artillery fire against hard targets. If using ranged (Indirect) fire.   Direct fire attacks are treated as normal
   attacks unless out of range of defender. 
March 17, 2022 
   Hmmm, I have not added anything to this file in 12 years ! Yikes.
   Put tool tip on level bombers at airfield 'torpedo' label. 'Range=1 hex. One shot only.'
   (You can only drop torpedoes once.) I plan on switching aircraft from gun ammo, and bombs. 
   Found a nice slot to hold bomb, torpedo, mine, etc.  Ammo value will just be for guns.
   Removed mines from showing up on Zoom Map.
   Changed purchase screen to show Aircraft Carrier Capacity instead of bombing value. (CV's don't usually drop bombs.)
   Watch somebody add a flying aircraft carrier-level bomber combo unit just to thwart me.
   (Adding more labels to the little purchase form is too much like work for now., but I might have to make the form bigger someday.)

April 12, 2010 v610
   Engineers can build Rail Lines. Click 'Build RR' Click Direction
   1 Rail connection per unit per turn.
   Engineers build Mines if in supply/ammo...otherwise obstacles.
   Out of supply/ammo engineers may not build/Blow up bridges, build RRs, Air Strips.
   Mines are more dangerous if you get a Rugged Defence (Run into them blindly)
              v608
   Air Optional rules
      Air units that Blunder into enemy fighters and are intercepted are NOT marked as finished moving.
      They can use unused movement factors to run for home.
      Torpedoes
      If an Air Unit can carry torpedoes, the Naval Attack Value in the E-file is the Torpedo rating.
      If that Air unit is NOT armed with Torpedoes. Naval Attack value is halved.
      ( It is using Dive, or shallow bombing tactics)
April 5, 2010 v607
   Option Air and Naval rule changes.
   (See pgxrules.txt for details.)
   new keyboard commands added.
   (see keycodes.txt for details.)
   Optional AD values enables with Optional Air rules.
   (Non-AD units may have AD values too.)
March 30, 2010 v605
   Fixed a bug. (very old...very quiet...had been waiting for years to show up !)
   Added Crude, Bare-Bones 'Research'...(It's on the purchase screen for now.)
   100 production points = 1 month advancement in new equipment.
   (I just stuck this in this morning, I will elaborate on it later.)
March 29, 2010 v604
   Added Line of Sight, Line of Fire rules.
   Terrain.txt file contains entry regarding terrain types effects on sight/fire.
   (0 - 255) 255=completly blocks
   Modified Rules screen. Under old PG/AG scenarios some options disabled.
   Changes saved to file, only if you click 'save to file' NOT when exiting screen.
March 17, 2010 v599
   Fixed a bug, or two. 
March 15, 2010
   Completely re-wrote the Naval Transport rules. They do the same thing,
   but do it differently now. Hopefully more easily kept working.
   (Both version basically work the same now.)
   Fixed a ground transport bug. (Icons were not getting set higher than 255)
   Fixed a bunch of other little bugs.
March 10, 2010
   Game Options will be saved to the Opt_set.txt file when the PGX optional
   rules screen closes. The Optional setting should last between sessions now.

   Naval Transport 'Stay on Map' rule. Major debugged. I hope. I can't swear
   I got them all, but I've been playing with it a while, and will keep testing
   it.  (Starting a new game with units IN naval Transport should work now.)
   If you click the Embark/Disembark button on a unit with ONLY one choice 
   of Naval Transport to load into. It will NOT automatically load you into
   that naval transport. It will highlight the Transport unit, and give you
   a chance to click on IT, or click the Right Mouse button to cancel !

   Map Editor. You can load PG .set files now. It will create a PGX map.
   This will automatically read the PG .scn file associated with the .set file.
   When you save the map, it will save a PGX .oob file with the same name 
   as the map file.
   I am still working on the mapname strings, and hope to get them finished soon.
   This is still in the testing stage, but it seems to work pretty well, so far.
   
March 4, 2010 v592
  fixed a bug.
March 3, 2010
   Fixed train, and naval transport bugs...(stay on map version) I hope.
Feb. 26, 2010 v589
   computer units which did not actually move, but were flagged as moved
   to keep them from moving. Will now gain entrenchment, and other non-moved
   units perks (like supplying) at end of turn.
Feb. 17, 2010 v587
   Strategic map will open the same size it was when it was last closed.
Feb. 15, 2010 v585
   Fixed a bug which allowed AI to use Human controlled units sometimes.
   Made the AI a bit more cautious of human Artillery. This may cause him
   to be a bit too timid. But, I'm still testing it.
Feb. 10, 2010 v584
   New AI attack priority test
   Fleet Air Groups should try to stay in assigned Carrier's area.
Feb. 3, 2010 v583
   AI changes
Jan. 26, 2010 v581
   AI will not make attacks if attacker will probably be destroyed.
   Divisional units will participate in attack phase
   Three possible random AI starts (Turn 1 setup)
Jan. 22, 2010 v580
   Fixed a naval transport bug. 
   save game file will now save Allied equipement options.
   worked on AI, but disabled most of it...until tested further.
Jan. 15, 2010
   Rail move passenger bug fixed (left disembarking passenger off map ! whoops)
   He disappeared the next turn.
   Fixed AI recon Bug. (Zone of control was'nt placed when AI spotted a unit.)
Jan. 6, 2010
   Rail rules revised.
   Rail units may be purchase as NON-organic transport.
   Adjacent units hit 'RAIL' button. This will highlight available
   rail units eligible to load into. Click one of these highlighted
   units, and the selected unit will load into the train.
   To dismount...just click the Mount/Dismout (Truck button)
   NON-Organic rail units will not use Naval transport.
   (I set them as passenger type 0 in the equipment file.)
   You can change this if you want. (edit the E-File)
   I have not tested it though.
   ******
   Rail units may be purchased as Organic Transport.
   Mount/Dismout as normal organic transport...(truck button)
   These unit may use naval transport.
   ****
   I have not programmed the AI for using Rail yet. If he gets control of
   one, it will probably just sit around burning coal ! 
   *** Thanks JuloAG for the great locomotive Icon !
Jan. 5, 2010 v574
   keyboard command 'S' key will display Supply map as it was in supply phase.
Dec. 21, 2009 v573
   World scenario added to test world map stuff.
   This scenario is not playable...just testing the map loads.
   Changes to .oob file. Nations data is included in the .oob file.
Dec. 15, 2009 v571
   Added a line to .scn files. Scenario type,n
   Scenario type,0= old AG style scenarios
   No Partisans, Prestige instead of Production, No AI declarations of War
   No Politics, and regular AG style weather rules.
   Scenario type,1 = Theatre scenario. Using all the other Bigmap rules.
   Including Patisans. The other options are set depending on the gamerules
   checked on the F2 screen.
   Worked on the old AG style scenarios and campaign game. They are still sort
   of messed up ! I will probably finish cleaning them up this week !
Dec. 9, 2009
   Clicking on a unit on the 'Review Forces' screen will automatically
   center the main view map on that unit's position.
Dec. 8, 2009
   When a game is loaded. A unit data validation routine, will run to make
   sure unit Map location data is correct. (So earlier AI bugs allowed the
   AI to build units OFF the map. When building, and placing units on cities
   next to the Edge of the map. (Eastern edge.)
      I have fixed the AI code, it won't do that anymore. I hope.
   But, just in case you are playing an older game. (Or trying to load a 
   saved game from an old version of the prog.) This should, catch, and
   correct the data. The re-deploy the unit in it's correct location.
   (It clears the map, and re-deploys everybody, in numeric order. So stacking
    may get changes sometimes. Sorry for the inconvenience !)
Dec. 7, 2009
   AI will no longer buy naval at ports if there are on enemy ports on the
   same Sea Area !!
   AI will no long buy naval units if he has less than 200 points of fuel.
   (He was buying more than he could fuel.)
   Added Ski movement mode. Just to test. 
   Added a new file. 'pgxfolder'\data\Movemode.txt.
   This file tells the Name of the move mode. Plus if it uses fuel, or not.
Dec. 3, 2009
   Towed guns/units  that move to attack have basic iniative set to 0.
   This is in addition to any Standard SSI combat rules
   Transport/Passenger display window modified.
   Review units modified
   Unit editor 'enabled' but be careful.
   (This is a handy place to change a unit's Icon Though.)
   Fixed bug in equipment editor causing crash when Icons screen was minimized.
Dec. 1, 2009
    Naval Transport Option 'stay on map' had more than a couple bugs I had to fix.
    These only occured when the AI tried using the transports.
    changes to the 'review units' screen.
    fixed Strategic view bug showing wrong flag for some units.
    Made modifications to Naval transport movement in general. Updating passenger location
    with the transport, if it moved.
    Fixed bugs, bugs, and more bugs ! Will it never be clean ? 'Bugs Mr. Rico ! Millions of them !'
Nov. 13, 2009
    AI modifications.
    Terrain info at top of map display. Yellow=reinforcement ready, grey=not ready yet
    Map editor shows small flags for non-objective control hexes. (roads)
Oct. 14, 2009 v554
    Air and Naval Transports changed from Byte to Integer.
    Now you can have more than 255 Naval Transports. (at least it won't bomb if you do.)
    I'll go over and make sure it's not limited somewhere by code.
    (Which I did to prevent overflow errors. But I'll remove the limiting code soon.)
    Old save files will be converted to the new format.
    Modified AI again. Took some new stuff out. Games with over 6,000 units ran a bit long.
    I'll work on it, and put the new stuff back in soon ! 
Oct. 8, 2009 v551
   Air units can not UNDO move after making an attack any more.
   Making an Attack AFTER moving will end an Air Units turn.
   (This will give the Defenders a chance to Intercept, or Counter-attack.)
   (Theoretically all the Air movement / combat is simultaneous anyway !)
   AI should do better at Reconaissance now. If he has air units, he will try to
   fly Air Recon missions. Hopefully if he knows more about the situation, he will 
   do a better job ! 
Oct. 1,2009 v550
   Completely re-wrote the 'diplomacy' section. Not sure it's better,
   but it sure ain't worse ! I hope it can keep the alliances under control
   better now !
   Fixed run-time error. Getting unit name record=0 caused it to bomb.
   (just put a 'on error resume next' that should hold it for a while.)
   AI will buy more airplanes now. I'll work on making him use them smarter next !
   (Poor old thing is probably wasting his money now !)
Sept. 28, 2009 v549
   When using Naval Transport Option 'Stay on Map' if a choice between
   more than 1 available Naval Transport is possible. They will be highlighted.
   Click on the Naval Transport you want the unit to load into.
Sept. 14, 2009 v546
   changed .oob file. secondary Naval or Air transport field added.
   Sound Effects = Off fixed.
   unit upgrade name bug fixed.
   AI does not change names of units now.
Sept. 8, 2009 v545
   Added some Oil Resource icons. So we can Find the darn oil wells easier.
   (Those are supposed to be Oil Rigs. My wife thought they were radio antenna,
    but feel free to edit them at will !) don't forget to update the mask file
    if you do.
    Numerous other litte bug fixes.
Sept. 2, 2009 v543
   made some AI naval transport option 1 changes
   moving AI units that bump into spotted units attack again...fixed
Sept. 1, 2009 v 542
   Fixed supply bug (No fuel reserves could still re-fuel)
   fixed disband production point recovery bug (kept getting refund !)
August 18,2009 v540
   Made changes in Map file format. This zip contains the new map files.
   Maps, and scenarios should load faster now.
   Fixed 'over-run' bug.
August, 7, 2008 v537
   ESCAPE or 'Q' will interrupt the game during AI move.
   Giving you a chance to quit.
   fixed bugs in new Air system. Causing combat loop.
   Ignore aircraft options menu for now...it does not
   do anything yet ! High, Med, Low altitude, Night mission, etc.
   AI subs might lay mines.
   Batch file for loading Mods (eqp.bat) details later.
   Fixed bug clearing Objective control when neutral joined Major alliance.
   Minor changes in putting units down (Human control).
   v536
   Fixed allied Tank purchase bug
   Tanks after over-run can still move. (with un-used move factors.)
   adjusted new screen scrolling.
   Beached AI units attempt to go to mainland.
   Emergency attachment AI unit to Art.
Aug. 3, 2009 v533
  Added new air rules to test. Aircraft movement rate = current fuel.
  If Aircraft attacks then movement is ended for that unit. 
  Aircraft use phased (recon type) movement so you can fly around 
  enemy fighters.
  If you fly Through enemy fighters...they will intercept.
  Their hex only...I will make it ZoC next update.
  this will allow opponent to attempt interception during his turn.
  These rules are experimental, they will be changing as we test them.
  (Naval units default to triple their old movement rate in this mode.)
  fixed some Human move mode bugs. (I hope)
  Changing Naval Movement factor multiplier will effect current units
  on map, and newly purchased units.
  Fixed Purchase bug...JuloAG found.
  Fixed entrenchment bug...JuloAG found.
July 28, 2009 v532
  I forgot what I did in v531...
  Fixed Naval Initiative bug.
  Fixed Neutral country Bridge eng. bug. Plus lots more little stuff.
  new supply rules ready to start testing.
  Partisans can be re-supplied randomly. (They find hidden ammo caches.)
July 15, 2009 v530
  Fixed move bug causing loop when clicking another unit, without 'dropping' old unit.
  fixed supply bug.
  reduced partisans by 50% 
July 13, 2009 v529
   increased Rail move to 50 (I thought it was that already, but it had got back to 30 somehow.)
   Email game stuff. Hit end button when finished move. Ai controlled units (If any) will finish 
   moving. Then, you will get the save game prompt.
   New supply and AI , not quite ready yet. Probably next version. (Test it a bit more.)
   Put a bit of code to catch any transpot bugs, (marked mounted when not)
   Forgot to re-size unit info screen...whoops well, you can do that until next version.
   (It change size, but I don't know why yet !)
July 8, 2009 v528
   Fixed Naval transport bug.
   Made a transparent unit info screen. (behind old form)
   bunch of minor repairs !
June 25, 2009 v524
   I don't know what happened to version 523...I must have lost it.
   Started alternate AI's. Basic (Regular) and Experimental
   Experimental AI will require more time to complete it's move.
   Juggled some sounds around. See notes in 'sounds' folder.
   fixed 1 UNDO move bug.
June 19, 2009 v522
   Just fixed some bugs, and tinkered with the AI.
   Basic email function. (No frills, just basic save file that pushes END button when loaded.)
June 9, 2009 v518
   I do not reload map graphics each time I load map form. fixed a memory leak ?
   Save Game form closes properly now. (takes you back to Map display screen.)
   Save game default filenames changed to 3 digit turn number.
   Corrected Vertical scroll bar error in equipment editor (Icon display).
June 3, 2009 v517
  Started to add sound effects...minimal so far...just testing.
May 22, 2009
  Any nation can be selected as Human or AI
  Equipment editor: you can view the PGX icons, and change the icon for the unit.
  (just click on another image, the click 'write to save the record')
  Save files from older version of the game SHOULD work.
  Politics may have to be turned on again. (Ai neutral declares war = YES)
May 18, 2009 version 512 
  Allied countries can buy each others tanks that has been in production for 1 year.
  I'll add the rest of the equipment classes soon. (after a bit of testing.)
May 12, 2009 Version 510
  Changed version number from date to number...I've posted 3 updates a day so it got confusing !
  Added Previous unit button
  Next and Previous unit button works on One Country at a time.
  click a unit of another Country to change the cycle to that Country.
May 7, 2009
   Added Engineer stuff (Build Bridges, roadblocks, air strips, lay mines)
   Level Bombers and Subs can lay sea mines
   (sea mines are treated like sub class units for now)
   (air strips are treated like CV class units, except they are on land)
   Possible to 'capture' forts (including bridges and air strips)
   Added test for fast sea and air units. If turned to YES then all sea and
   air units purchased from that time on, will have their movement rate doubled.
   (It won't effect sea or air units already on the map)
April 30, 2009
   Turned Alternate AI off...not ready
  added error handler for 0 strength units (div by zero)
  simplified Supply routine
   Turned AI long distance search back off again !
April 24, 2008
  Increased experience gain for fighters in Air to Air combat.
  Decreased exp. gain for Artillery and Forts.
  Decresed cost of Elite replacements.
  Added alternate AI.
  Allowed AI to search for paths on long distance, hard to find areas.
  Fixed more bugs. 
  I think I found the Swedish Fighter bug !
April 13,2008
  Naval units can over-stack when retreating from ports attacked by ground units.
  Fine-tuned the AI some...still working on it, and will be for the next 100 years !
  Fixed a bug that caused game to crash...thanks for finding it Konzev, hope that's the
  last one, but I would'nt bet on it.
April 7, 2008
  The casualties screen shows a list of units destroyed last turn.
  Click on the entry to see where.
  You can dis-able AI countries from declaring war on the game rules screen.
  AI naval transports, carriers, small ships should try to avoid Forts better now.
  AI air units should try to avoid flak better.
  I've messed with the AI politics, but still a lot to do.
March 29, 2008
   Fixed more airfield bugs. (Captured airfields were'nt really changing sides !)
   Captured Airfields are not usable the turn they are captured, but should be 
   ready the next turn.
   Only ACTIVE allied airfields are usable. Axis, Allies, etc. Just becuase some
   neutral country says it's allied on the Diplomacy screen, unless they are in your
   move cycle, you can't use their airfields, or vice versa.
   fixed buying ground transport bug. (New unit placement hexes did'nt show)
   I know editing the map can have a horrible effect on saved games, but...
   I had to re-distribute Primary (supply source) objectives. So...old games may not
   be totally compaible with new ones. Sorry
   Fuel percentage number added to Game Rules screen. Edit to taste.
   Broke North Afrika, and Norway / Sweden from main continental Europe Landmass.
   Units in Morrocco will know it's a Looong way to Spain, and vice versa.
   Hopefully units will not try to cross-attach across the Gibraltar area now.
   Save thing for Norway. If AI Germans decide to attack Norway, they will use Naval
   transport, instead of walking there thru Russia ! (I hope)
   If your computer is old and slow. Use AG standard supply rules. They are much faster.
Mar. 21, 2008
   Politics and Diplomacy stuff.
   I added the scenario.pol file for scenarios. It is optional, and mainly for the big
   Europe scenario. It is just a table of national modifiers. Negative leans toward War,
   Positive toward Alliance.
   During the Political phase of the game. It checks each country against the others to
   see if it wants to declare war on them. It rolls a random number between 1 and 100.
   1 means Declare War.
   100 means try to Ally with that country.
   The die roll is modified by the numbers in the .pol file.
   The USSR has a -99 for Estonia, Latvia, and Lithuania, so...
   adding a '-99' to it's die roll means there is a 99% chance USSR will declare war on them.
   +50 means 50% chance to try to ally.
   The number of nations already at war with are also added to the Die Roll.
   So if a country has a -1 to attack somebody, but it's already at war with 2 countries then.
   d100 -1 +2 will never be 1, it will wait to declare war.
   The program also uses production totals to decide whether to declare war or not.
   Enemy production = target countries production + it's allies.
   Friendly production = this country + the contries at war with target Country.
   if Friendly production is less, then it will wait.
   
   Intevening in previous Wars.
   If you invade a country, or attack it's forces while it is at war with another Major Power (Side)
   That will put a -50 on it's National modifier to you. In other words, it'll piss him off. And it
   will probably want to get even with you as soon as possible. (It may not declare war if your 
   production is greater than his, but if you let it drop below the guys you are fighting ...watch out.
   Neutral Countries will not join the Allies if they are attacked by Soviet Union, until the Soviet
   Union is at War with the Allies.
Mar. 17, 2008
   Added Production totals for countries into the .oob file.
   Objectives are adjusted to equal this total.
   So...some objectives are worth more or less than others.
   example Country with 40 production has 4 cities (Each worth 10)
           Country with 20 prodcution has 1 city (City worth 20)
   Conquered cities produce random from 0 - max value. (Average half)
   Added difficulty level stuff on ai options screen.
   -9 Ai controlled countries get 10% of their production
   -8 AI controlled countries get 20% of their production
    etc
    0 AI controlled gets normal (100%) production
    1 AI gets double
    etc
    9 AI controlled get 1000% (10 times production)

Mar. 6, 2008
   Neutral AI controlled countries may declare war on each other.
   AI setting for individual countries added.
   Side controlled by Human, with all countries on that side controlled by AI
   lets Human move whichever units he wants. Then AI finishes the rest.

Feb. 25, 2009
   AI has been changed from Side to Country based.
   If any country on a side is human controlled...set that side to human control.
   Then set any countries on that side to AI control if desired.
   After you finish your turn, the AI will finish moving AI controlled Allies.
   (Setting a Side to Human or AI sets ALL countries on that side to Human or AI.)

Feb. 18, 2009
   Re-wrote the Move Screen and Recon Screen graphics. They should run faster on old computers.

Feb. 13, 2009
   I added the 'review forces' code.  You can display units by type. Sort by name, etc.
   I will add more features to this later. Sort by name sorts only by the country of the
   currently selected unit. (You can click on a unit in the list, then 'jump to that unit'.

Jan. 27, 2009
Map Names:
   If you do NOT want map names to appear on the map. click 'RECON' button.
   (I did'nt have anything else to do with the 'RECON' button !)
Weather:
   I am testing new weather rule for large map.
   I will put both old, and new weather rules in as option later
   For now I am allowing air units to attack in bad weather.
   Overcast halfs Attack Grades for both Defender and Attacker.
   Rain or Snow quarters Attack Grades for both.
   Level bombing accuracy is reduce -3 overcast and -5 rain or snow.

PGX3 24-09-08
Small Unit Icons:
   I replaced the original small unit icons with scaled down, black
   silhouettes of the original icon.
Rail movement:
   Purchase Rail points from purchase screen.
   If rail point is available, select unit, click Rail button in city or port.
   Movement 50 points along Road (Rail) line.
   You can only load in a city. Rail point use limit once per turn.

PGX3 17-09-08 notes
   Corrections to Air to Ground combat...I was using wrong defence values !
Naval Transport Option:
   I added an optional naval transport rule. When you purchase naval transport
   units, they are placed on map like regular units. Embark from adjacent hexes.
   When dis-embarked they stay on the map, and have to go back empty, to pick up
   new units. (The old rule is the default.)
Strength Tiles:
   To use custom strength tiles run factorsj.bat.
   To use standard strength tiles run factors1.bat.
   These batch files switch out the necessary files.
Targets can be selected from Hex Stack window
   (if attacking unit is in same hex...Air-Ground, and vice versa)
   Level Bombers can NOW attack surface ships even if a Sub is stacked
   on top of it !
Neutral counties will build units while they are still neutral !
   (I may cut their production levels until they are actively at war
   later, but this is still just in Test mode. Plus I want to see how
   many units can be on the map before I run out of memory !)

PGX3 15-09-08 notes
   I forgot what I did to this version...probably fixed a bunch of bugs !

September 21, 2008

Sept. 5, 2008
Map Size:
  Maps can be as Large as your computer's memory can stand !
  I have a test map of the ETO 622x590 hexes...so far so good.  
  I added a couple of functions.
  F1 strategic map display options, and cycle unit options.
  F2 brings up the game options screen. (Not a lot on it, but it's there !) 
  AutoSave can be turned ON or OFF. The save game takes too long on my crappy
  old slow computer, so I like to turn it off ! 

August 5, 2008
   PGX version 13 notes 
   Added Prestige Per Turn ability.
   A '.ppt' file with the same name as the scenario.
   First line is a header. Turn, Side, Prestige.
   That Turn, that side will get that much extra prestige.
Reinforcements:
   Just enter a Non Zero turn value, for that unit in the '.oob' file,
   and they will appear at their specified hex, on that turn.
Sides:
  Tested more than 2 sides per scenario. Confusing, but it works.
  You should be able to go up to 7 sides per scenario.
  Maybe more, I'd have to re-check.
Tool Tips:
   Edit 'buttons.txt' in PGX main folder to change to another language.
   There are 28 lines in this file. (28 Buttons)
----------------------------------------------------
June 26,2025 I just quit updating this thing for about 17 years I guess
Upgrade a unit from foot or horsedrawn to a usesfuel type move mode. Units gets a full load of fuel.

   Any air unit that does not have enough fuel to fly to an Air field, or Aircraft Carrier at the end of the turn will
run out of fuel, and crash.



   

