Just wanted to thank the player who helped out with writing this guide and critiquing it before it went live.
It added a lot the post, thanks.
The Economy is the most important element of a war. All wars are economic, most notably so is World War 2. Coming out of the Great Depression, all countries had frail economies, which is particularly illustrated in the historic rounds. Generally, the economy is the base of your country. Not only do you feed your armies and people, you have the ability to grow your nation because of a strong home front. In this guide, we will walk you through the basics of Economy in Call of War and establish the main ways to effectively build your nation in order to win the game! Remember, one can have the best tactics, most loyal allies, and well researched units, but without resources to back them one is dead in the water.
Call of War Economical Terms:
DAY 1- Your first step in a map should be to begin to build an economy, that said this is our preferred method.
-General Nightman, Intelligence Division
-GGBugh, Review Division
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-Attacker101, Support Division
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Just wanted to thank the player who helped out with writing this guide and critiquing it before it went live.
It added a lot the post, thanks.
Have you seen and used this guide? https://forum.callofwar.com/index.php?thread/23292-resource-production/
I've seen it, it was part of my initial research when I joined the game.
I may produce some duplicate guides; they're not meant to upstart anybody, their just a different view.
How can you "sell" your units to an ally? If i remember correctly in supremacy 1914 you could, but I didnΒ΄t find anything in CoW.
Unit transfers have since been removed from the game. This is no longer possible.
Because it has been abused
Alright, a few questions & thoughts:
1) It seems infrastructure (not Industrial Centers) do NOT help resource production. Has this changed or am I missing something?
2) How much RSS an hour level should you be up to before moving to fight another continent?
I try to get my hourly rate up to +6-700 an hour to support my war efforts, but as my army grows, my hourly rate is obviously smaller.
1) You are in a classic game mode guide you should go to the 1.5 guide section. All guides have been updated including this one.Pilgrim2 wrote:
Alright, a few questions & thoughts:1) It seems infrastructure (not Industrial Centers) do NOT help resource production. Has this changed or am I missing something?
2) How much RSS an hour level should you be up to before moving to fight another continent?
I try to get my hourly rate up to +6-700 an hour to support my war efforts, but as my army grows, my hourly rate is obviously smaller.
2) It's not about RSS per hour but about armies. Do you have enough units to both defend your own country/continent to attack at the same time another country/continent?
Did anybody compare how much behind (or ahead?) in terms of resources would be person who was focusing on building up his economy and only the rest of resources for some troops to a person who would attack from start and focus on producing troops. Lets say the attacking one would conquer 12 cities (2 player nations and 2 AI) and building one would conquer 2 AI nations after a week.
Attacking one would lose some troops during the process.
The one playing passive would build new troops directly into 2/3 level and attacking one would build at 1 level and then upgrade to 2/3 lvl.
Obviously some approximation would be needed. I always attack early and actually wonder if i should play more passive and focus on buildings more, since they anyway give way more resources than conquered cities and upgrading troops is quite expensive compared to producing directly to higher lvl.
The idea is to do both. The loot gained on the conquests also helps the industry. It isn't too hard to have full industries by day 4-5 AND conquer several countries by then.
Some sort of calculations of these kinds of trade-offs would be useful (or at least interesting) given a set of assumptions. There are a lot of things that are hard to assume though. For example, if you wipe out a country earlier it might save you a lot of resources and troops in the long run because that country could have built up and required more effort etc. Still, one could come up with the most probable assumptions or even do some sort of Bayesian-like weighting given expected chances of X occurring.Sewur wrote:
Did anybody compare how much behind (or ahead?) in terms of resources would be person who was focusing on building up his economy and only the rest of resources for some troops to a person who would attack from start and focus on producing troops.
Fundamentally, given the likely course of events early in the game for most Call of War maps in reality, attacking inactive players with ranged units while they are offline, ideally with offensive fire moving through their cities, is the best way to increase production long term. Unless you find a lot of active players around you, the best Return On Investment is to generally identify the inactive or barely active player and take their land while they don't react. I enjoy games more when most everyone is active, however. In that case I think building up your economy is best, because the defender has a big advantage on home territory, especially with a bunker in the defending province of at least level 1.
I do suppose one corollary to this is to figure out who's army is attacking a neighbor that is far from you, and attack them while they are busy, that can come off as a bit sneaky though. Most Call of War players are shy early on and won't take such risks against known active players.
Absolutely. I usually go all-in on one side and leave the other side unprotected, and it is VERY rare that you get attacked from there. Still happens sometimes, of course.
Yeah a lot of assumptions must be made but i dont think you can keep on building industries and in the meantime produce troops. And then if you keep on producing troops you have to upgrade them later on so you lose potential resources.
Even if you conquer inactive player you have longer border to protect so you kinda have to produce more troops.
It's nice to get some resources for conquering cities but kinda disappointing to get almost nothing when player you attack spent all of his resources.
Obviously if there is inactive player and you have artillery it would be a waste to not attack but what about attacking with melee troops? For example is it worth to roll through inactive player with big stack of yours?
Even some edge cases would be nice to test when you just build industries and dont move at all for some days and then wake up to build an army. How far will you fall behind with that strategy? I guess i should test this on my own.
The most conservative strategy is to build a lot of artillery and a few AC early on. This mostly uses food and goods, and a little bit of metal. For manpower, you build some RC, which also costs food and goods.
This leaves most of the metal, oil, and rares to pump your industry. Especially metal, oil, and rare industry to pump even MORE industry, but urban and rural.
So yes, you can do both. But not if you spend industrial resources on research or factories. No tanks. No planes. Artillery based armies are best for killing inactives anyway.
Yes and no. Artillery-based strategy takes less casualties of course, but it also takes more time. I find smashing through dispersed enemies with melee stacks is so much faster, and even slightly higher casualties is worth the time gain.
For key cities like capitals or a rival threat neighbor I will go in with an infantry stack. Generally artillery is the answer though. The process doesnβt take that long if you have enough artillery and shoot and scoot closer between shoots. Hills and mountains make it 50-70% faster as well.
For sleeping and or work, you can conquer with offensive fire artillery as well against inactives. A melee stack might run into a stack of enemyβs and that is costly
I also try to save a majority of my Comintern or pan Asian infantry and keep fresh for upgrading on day 3 or day 6 if I can as well
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