CoW Economic Guide - 2024 (updated)

CoW Economic Guide - 2024

Originally prepared by General Nightman in May 2019.

Updated in Oct 2022 and again Nov 2024 (RSS removal of RM and Cargo) by OneNutSquirrel.

The Economy is the most critical element of a war. All wars are economic, and so was World War 2. The Great Depression meant, all countries had frail economies, and that is reflected in starting economies. The economy is the "might" of your country. Your entire ability to conduct war is based on what you can produce. This guide covers the basics of Economy in Call of War and establish the main ways to effectively build your nation in order to fund your military machine and win the game! Remember, one can have the best tactics, most loyal allies, but without resources to research and produce units to carry out those tactics, one is dead in the water.

Call of War Economical Terms:

  • Resources (RSS) -There are 6 RSS in Call of War used to build units and upgrade territories and affect their production rates.

    • Food, Goods, Metal, Oil and Rare Materials. As well as Cash, Manpower and War Bonds.
    • Moral, though not produced needs to be maintained perhaps even more diligently than the others. Since it's the base multiplier for production of the above RSS as well as unit production and building construction times.
  • Core: This the territory (around your capitol) you start the map with. This is your main production. Can be upgraded with buildings increasing province production.

  • Non-Core: Production or RSS in territories which were captured during game play. (These territories produce reduced RSS amounts)

  • Production Rate: This is the amount of a resource you produce in an hour. The bigger the number, the more RSS you are producing in an hour.

All unit production will use Cash and Manpower plus at least two other resources to produce.

How to Collect the Resources

Provinces under your control automatically produce the RSS and that production goes right into your inventory in real-time. As you build and improve the buildings which boost your production, capture more territories, and improve their Moral, you will see that reflected in your hourly numbers in the Inventory Ribbon display. If you select the ribbon (PC) or each individual resource (Mobile) you will see display showing a further break down of the production.

NOTE - Premium accounts earn War Bonds at +25% rate above non-paying accounts. Earning 1,000/hr for Premium Accounts vs 833/hr non-paying.

Economic Boosters (EB’s)

  • Industry - This is the key driving force of resource production. A single, core city fully upgraded to Lvl 5 at 100% Moral, will produce 12,000 of its resources, 12,000 cash. While a captured city will, when fully upgraded (at same cost) with 100% Moral, will only provide 25% of those resources. You will need to capture 4 additional cities, and spend 4x the amount in upgrading those cities to produce the same amount of resources outside of your Core territory.
  • Recruiting Station - Recruiting Stations raise your Manpower production. Core cities once fully upgraded to Lvl 3 will produce 1,800 Manpower each. Again, any captured city will only produce 25% of the resource while costing as much to upgrade as your Core.
  • Propaganda Office - These buildings improve the Moral of the city/province. More on the importance of this shortly.

Other Mechanisms in the Economy

  • Money : As in the real world: Money makes the world go around. Buying resources, making deals and producing units are all essential purposes of money. Cash is essential to a victory and one can accumulate millions throughout the game.
  • Stock Market : The Stock Market, in real life, is an ever-changing exchange and flow of goods between countries and companies. The prices of resources in the game's Stock Market are always changing, though at the beginning of the round AIs offer a good deal for a lot of resources. Each transaction on the market, buy or sell has a 10% fee on it.
  • Invading : When one is short on a certain resource, one can always invade an enemy province that contains a resource. One thing to remember is captured provinces only produce resources at 25% efficiency. The Loot you collect from them is equal to 50% of their daily production at time of capture (to a max. amount of materials they have on hand). Captured provinces will come to your control at 25% moral (or less).
  • Morale : Morale is very important as it affects your economy. In your core province, your economy begins at 70% Moral and rarely dips below 90%. The higher morale you have, the more resources you will produce. Building Propaganda Offices helps provinces to raise their Moral, hence improves their production.
Core Province Economic Output for each City/Province is calculated as follows:

Base Amount x Economic Boosters(buildings) x Moral % = Production <<<<<=======The Formula

Captured Territory Economic Output is calculated at 25% of the above production rate.

Factors Affecting Moral

There are several factors with an effect the Moral of a province, and in doing so, will affect the production of that province.

Distance From Capitol - Based on distance to Capitol City (max penalty -30, of if you lost capitol -40) if not rebuilt)

Neighbours - Based on Diplomacy of surrounding provinces - leaving an uncaptured territory has a negative effect on the adjacent ones

Expansion - As you grow this modifier gets larger and affects ALL provinces equally

Propaganda Office - Bonus to Moral based on building level (Lvl 1+10, Lvl 2 +23, Lvl 3 +40)

(The modifiers above are based on the 100 Player World at War Map)

Capturing and Enemy Capitol

When you capture an enemy capitol, all your territories immediately get a Moral Boost of 10% (your enemy gets a 20% penalty to Moral in every territory they control). During the first few days, it's advantageous to capture the capitols as the Last territory of an enemy, thus allowing all your recently captured provinces to get the Moral Boost.This not only improves the economy, but also immediately makes them Revolt Proof! Later in the game, when you control dozens of cities, the opposite is true. By capturing the capitol first, all your previously captured cities get the Moral Boost and produce 10% more resources every hour. If you hold off on capturing the capitol for 1 hour, so you can improve the moral of more 4 cities, you have just lost out on increasing production on 20, 50 or 100 cities by 10% per hour of delay.

Garrisoned Units

Though a garrisoned unit or two do not actually modify the Moral in a territory, they can effectively prevent it from revolting at day change on those first few days after it's been captured. Once the Moral is above 30%, provinces will not rebel.

Operations and Rewards for Watching Ads (on Mobile)

Recently added (2023 with a few modifications since their first appearance), these bonuses show up in the form of "Cards" or "Boosters" you can use to supplement your forces/resources. Forces which would otherwise cost you RSS or take time to improve on their own. Hence they are included here. They come in 3 different varieties: Units, RSS and Boosters

Units

The units are just that, extra units you can add to your forces without paying any RSS for them. Just select a card, pick the province where you want to place the new unit and it spawns in that territory. There are certain conditions that must be met such as Map Day on which the card becomes available for use, and the Moral of the province you place the unit.

Unique Units

There are several units are ONLY available from Cards:

Amphibious Tank - Tank that does not need any time to Embark/Dis-embark for instant landing from sea.

Flame Tank - Strong vs Infantry

Resources

Exactly that, cards containing various quantities of resources you can add to your inventory. The Ads also provide Gold.

Boosters

These abilities improve the field with things like Moral improvements or healing units. Others speed up build time, research or production.

All these are available to everyone. Find a map with Operations available (visible on the Map Join screen) or watch videos on your Mobile to get these Cards and Boosters.

These 'Incomes" are MUCH more valuable on day 1 than day 10. On Day 1 your production of any resource will be approximately 250/hr. So a 125 Card of RSS is approximately 30 minutes of game time. On Day 10 when you're producing close to 1,500 of each RSS per hour, that same card represents less than 5 minutes of resource production. So using them in the first 2-4 days of a new map gives greater benefit compared to your daily production where their value is minuscule in late game.

I hope this guide helps, yet if something is inaccurate or I've missed something, let me know.

OneNutSquirrel

===========

The following were involved in preparation of the original piece.

General Nightman, GGBugh, Ependable, Attacker101

Updated by OneNutSquirrel

Thank you jubjub bird for catching some mistakes and errors.

The original post can be found here.

General Maximus Decimus Meridius - "Are you not entertained?"

Post a Reply

Please log in to post a reply.

38 Replies

Gen. Smit wrote:

The graph is very good on which you may start first rural or city, I will consider this in a next game, thx for the effort.

But it does not settle the issue of city lvl 3 vs level 5 and I am sure the lvl 5 comes out as the winner. you cant let your industries stay at lvl3, impossible that it is more efficient than promoting them to lvl5

But sorry, in cities you have an advantage over rural provinces as production, a rural province will never produce as well as a city

@BMfox

My personal observations, which mirror the urban/rural table pretty well.

1. Rural industry comes up fast and pays off fast.

2. Urban RC is more efficient than rural RC. If you have to build those somewhere, better to build them in your cities and let your rurals build the industry.

3. Factories are another reason to not build industry in cities right away.

4. As your empire grows, your core is a decreasing fraction of your overall production.

5. Most games end or become non-competitive before level 5 industry pays off.

6. Morale makes a larger impact on production than industry. If you really want to juice your early economy, capture 1-2 enemy capitals on day 1, at the expense of industry.

7. The compromise approach that works for me is to build industry for the 1-2 resources that are critical to my early expansion plans. The rest can wait.

8. Most of the time, I don't build industry beyond 3-4. I max out my urban and rural RC long before I max out all of my industry.

Yea my tag of fox was because we were disagreeing in the Discord and he insisted that urban industry just had to be better than rural. I didn't appreciate it until I ran the numbers myself; even as recently as the heavy tank spam game I was building urban first.

The problem with rural-first is that, by definition, you don't have provinces for the resources you need to boost most, BECAUSE you have no (or just one) rurals for them. Of course that can be mitigated and you have some for the ones you DO need as well, but they can soak up only a limited amount of your resources-allocated-to-industry.

When the enemy is driven back, we have failed. When he is cut off, encircled and dispersed, we have succeeded.
- Alexander Suvorov.

#6 drives my early game strategy more often than not.

Morale. Every capital makes all resource AND all manpower production 10% more effective. This is what wins games.

Absolutely. Not to mention, the loot you gain from these early gains are relatively HUGE as well compared to your own territory income at that stage.

Then again, my morale is usually at 100% in my core on day 2 anyway, so it makes no difference anymore after that.

When the enemy is driven back, we have failed. When he is cut off, encircled and dispersed, we have succeeded.
- Alexander Suvorov.

I honestly don't understand cities are better in resource and manpower production

z00mz00m wrote:

Le mie osservazioni personali, che rispecchiano abbastanza bene il tavolo urbano/rurale.

1. L'industria rurale emerge rapidamente e si ripaga rapidamente.

2. La RC urbana è più efficiente della RC rurale. Se devi costruirli da qualche parte, meglio costruirli nelle tue città e lasciare che i tuoi rurali costruiscano l'industria.

3. Le fabbriche sono un altro motivo per non costruire subito l'industria nelle città.

4. Man mano che il tuo impero cresce, il tuo nucleo è una frazione decrescente della tua produzione complessiva.

5. La maggior parte dei giochi finisce o diventa non competitiva prima che l'industria di livello 5 ripaghi.

6. Il morale ha un impatto maggiore sulla produzione rispetto all'industria. Se vuoi davvero spremere la tua economia iniziale, cattura 1-2 capitali nemiche il giorno 1, a spese dell'industria.

7. L'approccio di compromesso che funziona per me è costruire l'industria per le 1-2 risorse che sono fondamentali per i miei primi piani di espansione. Il resto può aspettare.

8. La maggior parte delle volte, non creo industria oltre 3-4. Massimizzo il mio RC urbano e rurale molto prima di massimizzare tutto il mio settore.

turic95 wrote:

I honestly don't understand cities are better in resource and manpower production

z00mz00m wrote:

Le mie osservazioni personali, che rispecchiano abbastanza bene il tavolo urbano/rurale.

1. L'industria rurale emerge rapidamente e si ripaga rapidamente.

2. La RC urbana è più efficiente della RC rurale. Se devi costruirli da qualche parte, meglio costruirli nelle tue città e lasciare che i tuoi rurali costruiscano l'industria.

3. Le fabbriche sono un altro motivo per non costruire subito l'industria nelle città.

4. Man mano che il tuo impero cresce, il tuo nucleo è una frazione decrescente della tua produzione complessiva.

5. La maggior parte dei giochi finisce o diventa non competitiva prima che l'industria di livello 5 ripaghi.

6. Il morale ha un impatto maggiore sulla produzione rispetto all'industria. Se vuoi davvero spremere la tua economia iniziale, cattura 1-2 capitali nemiche il giorno 1, a spese dell'industria.

7. L'approccio di compromesso che funziona per me è costruire l'industria per le 1-2 risorse che sono fondamentali per i miei primi piani di espansione. Il resto può aspettare.

8. La maggior parte delle volte, non creo industria oltre 3-4. Massimizzo il mio RC urbano e rurale molto prima di massimizzare tutto il mio settore.

Yes, but the returns on rural industry are much higher than city industry. For example, building the first level yields +10% in a city but 35% in the countryside. The net RoI is very similar, see above graph.
When the enemy is driven back, we have failed. When he is cut off, encircled and dispersed, we have succeeded.
- Alexander Suvorov.

tldr; Pillaging and morale bumps >>> Rural industry > City industry

I do not agree with this choice for me it is more important to focus first on the cities and then on the rural provinces which you will be forced to do sooner or later anyway

K.Rokossovski wrote:

turic95 wrote:

I honestly don't understand cities are better in resource and manpower production

z00mz00m wrote:

Le mie osservazioni personali, che rispecchiano abbastanza bene il tavolo urbano/rurale.

1. L'industria rurale emerge rapidamente e si ripaga rapidamente.

2. La RC urbana è più efficiente della RC rurale. Se devi costruirli da qualche parte, meglio costruirli nelle tue città e lasciare che i tuoi rurali costruiscano l'industria.

3. Le fabbriche sono un altro motivo per non costruire subito l'industria nelle città.

4. Man mano che il tuo impero cresce, il tuo nucleo è una frazione decrescente della tua produzione complessiva.

5. La maggior parte dei giochi finisce o diventa non competitiva prima che l'industria di livello 5 ripaghi.

6. Il morale ha un impatto maggiore sulla produzione rispetto all'industria. Se vuoi davvero spremere la tua economia iniziale, cattura 1-2 capitali nemiche il giorno 1, a spese dell'industria.

7. L'approccio di compromesso che funziona per me è costruire l'industria per le 1-2 risorse che sono fondamentali per i miei primi piani di espansione. Il resto può aspettare.

8. La maggior parte delle volte, non creo industria oltre 3-4. Massimizzo il mio RC urbano e rurale molto prima di massimizzare tutto il mio settore.

Yes, but the returns on rural industry are much higher than city industry. For example, building the first level yields +10% in a city but 35% in the countryside. The net RoI is very similar, see above graph.

z00mz00m wrote:

tldr; Pillaging and morale bumps >>> Rural industry > City industry
I agree

But also, it isn't usually a binary choice between pillaging/capitals vs industry building. You can do both, usually (or put another way, you usually have enough spare metal/oil/rares to build industry in addition to pumping out early units).

This is true. Getting people (myself included) off of the perfection train and onto the world domination train can take some convincing. It helps when there is an economic argument.

More importantly, early conquest kills off your neighbors and builds a buffer around your core so you can get a good night's sleep without losing anything important.

Thank you jubjub bird for catching some mistakes and errors.

General Maximus Decimus Meridius - "Are you not entertained?"

Updated 2024-04-03

General Maximus Decimus Meridius - "Are you not entertained?"

Updated 2024-06-10 added section on "Operations and Watching Ads"

General Maximus Decimus Meridius - "Are you not entertained?"

Updated with Removal of Goods and RM from RSS produced.

General Maximus Decimus Meridius - "Are you not entertained?"

Updated with WB.

General Maximus Decimus Meridius - "Are you not entertained?"

Post a Reply

Please log in to post a reply.

Back to Community Guides and Videos
Quick Launch