There is an entire post dedicated to this in the news section of this forum and already a heated discussion. I suggest you post your comments here:
Best regards
HERE BELOW I HAVE ATTACHED A LIST OF THE RECENT UPDATES. Anyone else concerned about these massive changes...let it be know in this forum.
In my opinion these changes are too drastic on terms of COW game-play, I think that the half rate research is only narrowly acceptable, notwithstanding the fact that the alternative food cost is perturbed...
The infrastructure and Naval yards build time and those costs incurred are not in the better standards of COW strategy. I would hope that these changes are not synonymous to the paratrooper introduction, this unit type is completely overrated on terms of COW.
RESEARCH BALANCING UPDATE JUNE 25 2019
Research is available earlier
We want all players to be able to take advantage of as many units as possible. At the moment many iconic units can only be researched in the later stages of a game round. To give more players access to these units we are moving the day on which they are available for research to an earlier stage of the game. On average research time is being cut in half. Currently certain units canβt be researched until day 44. With the new changes you will be able to start researching those units on day 22 or even earlier.
Adjustment of research time
We are also adjusting the pacing of research in Call of War. This means that early research levels can be completed much faster, while later research levels will take much longer to complete. This adjustment will allow you to adapt your strategy much faster in case your opponents catch you off guard. Overall research will be more flexible than ever before.
Costs reflect research pacing
We are also adjusting the resource costs of research. With the new update costs will reflect research pacing. The more time it takes to finalize research on a technology, the higher the costs. While costs for early stages of research are cheaper than before, the more sophisticated technologies will need more time and therefore more resources to complete.
Goods are replaced by food
In tandem with the pacing adjustments we are also replacing all goods needed by research with food. We are doing this to better reflect the effort it takes to conduct research with gameplay mechanics. While food became important in later stages of a game round, players experienced a large surplus of food during earlier stages of the game. This change will give players means to invest the food they otherwise do not use.
Reduced construction time
Last but not least we reduced early construction times to support the increased research speed! For Infrastructure level 1 you will now only need 4 hours to complete construction, instead of the previous 24h. Air Bases level 1 will be completed within 8h instead of the previous 18h. To make the fast construction speed balanced we reduced the hitpoints of Infrastructure, Air Base, Barracks and Naval Base to 5, and reduced their economic ranking factors to 5 as well. We also changed the minimum condition at which Airbases and Infrastructures on level 1 become functioning to 5 out of 5 hitpoints.
General Balancing Changes:
There is an entire post dedicated to this in the news section of this forum and already a heated discussion. I suggest you post your comments here:
Best regards
I absolutely don't like the new update. it changes the way i learned to play and if i have to learn to play a new game, because this is what this new update is to me a NEW GAME again, it won.t be CoW. That's my thoughts
I honestly like the new update (which widens the list of things I like that everyone else hates
). I love how fast it is and I love the challenge of keeping up with my research. I think it introduces a new Era to CoW and changes a lot of peoples strategy but opens up a lot more strategy's which is what I love
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