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Unity Of Command II Download Link

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About This Game

Built on a brand new bespoke 3D engine, the game retains Unity of Command’s signature art style and delivers highly polished fluid gameplay. Easily accessible yet hard to master, Unity of Command II is the highly anticipated sequel to the cult classic that’s been turning novice players into battle-hardened grognards since 2011.

Unity of Command II lets you take command of Western Allies for the first time in the series. You will manage your army’s divisions as well as their supply and logistics. For the first time in Unity of Command you will face Fog of War. Reveal the unknown by capturing enemy soldiers and launching recon to gather intel on enemy troop positions. The enemy will seek to capture your units’ stragglers — regroup and strike back!

Key Features

  • Dynamic Campaign — Rewrite the history of the Second World War with a branching campaign where no two playthroughs are alike.
  • Headquarters — This new feature places army headquarters on the map, from which you will direct unit reorganization, bridging and resupply. Headquarters are not only essential to reinforcing and recovering lost unit strength, but are also able to deploy special abilities such as Emergency supply, redeploying units using HQ trucks, and many more.
  • Theater Assets — This feature from the original game is greatly expanded in Unity of Command II. Wreak havoc behind enemy lines by sabotaging infrastructure. Order your aircraft to provide aerial recon, contest air superiority, or deliver devastating bombing runs. Sustain units behind enemy lines with an air supply bridge.
  • Bonus Objectives — Participate in optional history-altering “what-if” objectives — lead the Western Allied charge to beat the Soviets to Berlin, or cancel Operation Market Garden to reinforce Patton’s army.
  • Fog of War - Deal with your enemies — but you’ll have to find them first. Reveal enemy positions by capturing stragglers, upgrading the HQ and using its special abilities such as Short Range Recon.
  • Deep Operations — Unity of Command changed the world of turn-based strategy games forever by introducing its signature feature, supply lines. Keep a watchful eye on your logistics while planning to strike deep beyond enemy lines, sever supply lines and encircle enemy units.
  • Accessible Scenario Editor — Unity of Command II features a full-fledged Allied campaign, with the addition of several defining battles of WWII that can be experienced from the Axis side. The game comes with a built-in scenario editor, allowing players to create and share new battlefields using the integrated Steam Workshop support.

Title: Unity of Command II
Genre: Strategy
2x2 Games, Croteam
2x2 Games
Unity of Command
Release Date: Q3 2019


  • OS: Windows® 7 64-bit / Windows® 8 64-bit / Windows® 8.1 64-bit / Windows® 10 64-bit
  • Processor: Dual core processor
  • Memory: 4 GB RAM
  • Graphics: OpenGL 3.3+ supporting GPU with 1GB VRAM
  • Storage: 5 GB available space
  • Additional Notes: Optimized for Low settings / 30FPS @ 720p


En Route to Rouen:

August 1944: after months of hard fighting, the Allies are finally out of Normandy. In front of them, the Wehrmacht has all but disintegrated, having stood its ground up until the breaking point. Supply is now the biggest concern for the Allies. Taking the large port of Antwerp will allow them to freely operate their vast armies and air forces in months to come.

Now that the game has been officially announced, I’ve decided to change the post format for this diary a little. Previously, I focused heavily on what we were doing internally. I was giving a lot of technical info, and even airing our own doubts if the project was going to get completed at all. Big thanks to all who’ve had the patience to bear with these “developer confessions”. The new format should be much more player oriented. We will be going through concrete examples of play, the historical context, and how the game mechanics tie everything together. I hope you enjoy it!

If you’ve been reading our previous developer diaries, you’re likely already familiar with some of the key new features in Unity of Command II, like fog of war, HQ intel, and stragglers. Today we’ll show how these new features tie together to form a tight little gameplay loop, that gives an entirely new dimension to the game.

The Route Ahead. Developer Diary 20 – Unity of Command II Announced:

Better believe it! The announcement will go through “proper” PR channels as well, but here goes the blog version. The game is scheduled for release later this year (Q3 2019) and all of the rest you basically already know if you’ve been reading this blog.

You've probably noticed there are no preorders, because we’re nice indies, and the only thing you can really do right now on this page is wishlist the game.

So, um… do wishlist the game (hard!), and also tell all your friends. And that’s it, that will do actually. While we’re here though, I’ll do a short development update, so here goes…

Steam Page. Unity of Command II Development Diaries recap:
Hello and welcome to Unity of Command II Development Diaries!

We’ll be posting a brand new Development Diary #20 shortly, here on Steam’s announcement section, but here’s a short recap in case you missed any of the previous entries.

While it’s true that Unity of Command II hasn’t been properly announced until today, it’s no secret that we’ve been working on the game and, in fact, have been at it for quite some time.

The sequel is on its way, we confirmed that much in this Anniversary post[] in the Blogs section on Unity of Command web quite some time ago.

The very first Development Diary (‘No More Wipeouts![]') was published just a couple of months later and can give you an idea of what to expect from the upgraded mechanics, while the second diary entry (Objectives[]) weights the pros and cons of timed objectives in the game (spoiler alert: it looks like we’re keeping those).

Excellent reads, both of those, but Tom, our Project Lead on UoC2, has set a high standard for himself and decided to start from scratch. “I’m restarting the dev diary series” announced Tom and then proceeded to explain the envisioned changes to the losses management system in both a scenario and a campaign. The third diary entry (Are You Experienced?[]) also hints at tweaks to the familiar veterancy levels and mentions upgrades between scenarios for the very first time!

A brand new feature, headquarters, was announced and explained in Report to HQ, ASAP![], while The Supply Network[] and Move it, Soldier![] shed some light on the refining process of the defining mechanics in Unity of Command; planned changes to supply logistics, fighting and maneuvering are detailed in Dev Diaries 5 to 7.

Campaign[] drops the bomb with the first ever Art Preview, but the excitement doesn’t stop there as Tom announces the switch to a brand new in-house 3D engine built on Python while staying recognizably Unity of Command. Developer Diary 9 (Map Making[]) takes the next logical step and explains the process of map building, apparently a tedious task with a very limited room for automation. We use the word ‘shader’ for the very first time, marking a new chapter in the development of Development Diaries.

Performance[] diary answers the age-old question - will this game run on my age-old PC? - with a resounding ‘probably yes!’ but please don’t tell that to anyone just yet as we’re still tweaking things in hopes of making the game look even better and running on lower spec hardware. Oh, and if you read the comments section in Dev Diary 10, there’s also a brief mention of planned additional content for the game which is a politically correct way of saying yes, there will be DLCs!

A rather novel game development technique was introduced last year in the Summer of Systems[]: the team decided to ditch any low-level system that wasn’t implemented by the end of August. Good news: team crunched and ended up implementing most of the planned systems. Steam release is casually confirmed.

An open invitation to modders was sent out in So over with Under-The-Hood[], a Dev Diary 13 that also publishes a new screenshot, describing an interesting problem: the units were drowning in the terrain, which is kind of a point of military uniforms, but apparently not really good for gameplay. The solution? You’ll have to read to blog, unfortunately.

Alternatively, you could start browsing through Dev Diaries 14 -17 that discuss new features like The Fog of War[], Intel system or the weather modifiers, but truth be told these are just excuses for the team to show off a bunch of new visuals. While the subtleties of screen space ambient occlusion are hard to notice, the Unity of Command II is starting to look just plain gorgeous! Case in point - this Trick or Treat[] screenshot.

And that was all before we officially announced the game! If you read between the lines, we’ve spilled the beans on pretty much all major improvements to the game and explained the reasoning behind most new features. But not all of them - stay tuned, there's plenty more to talk about and show you here before the game is out in Q3 2019. The work continues!. Developer Diary 22 – Halted at Metz:

September 1944. Hitler’s armies are retreating in disorder after their defeat in the Normandy hedgerows. The Allies keep up the chase across France, but General George Patton’s 3rd US Army is beset by supply difficulties. The Germans finally manage to re-establish a defensive line around the heavily fortified medieval city of Metz. According to orders issued by Hitler, fortress commanders are to hold this position at all costs…

Encouraged by good feedback from our previous post, we decided to start on a series of short trailers about our game mechanics, old and new. The story starts with the 3rd Army actions following the long and bloody stalemate at Metz. It is through a series of coincidences that we are again going on about stragglers (sorry!) but I hope the trailer is worth it for everybody. There is also a lengthy development update at the end of the post, as usual.

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