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Call of War 1.5 iteration 3: Balancing changelog

Call of War 1.5 iteration 3: Balancing changelog

Welcome Generals,

The following list describes which balancing changes happened from the second CoW1.5 iteration (from March) to the third CoW1.5 iteration (from May). It does not describe changes from the current CoW 1.0 version to CoW 1.5. You can find a general list of changes from CoW1.0 to CoW1.5 in the manual.

Building balancing

  • Added an inexpensive Local Port building which reduces the embarking/disembarking times in rural provinces.
  • Reduced costs for Infrastructure to make building it more worthwhile.
  • Reduced costs for Airstrip to make building it more worthwhile.
  • Decreased costs of Industry and reduced resource boost of Industry from 125% to 100%.

    • This reduces the gap between players who can afford to peacefully build up their economy and players who can not due to wars.
    • The building still armortises after 5-6 days considering its reduced costs.
  • Decreased costs of Local Industry and reduced resource boost of Local Industry from 250% to 200%.

    • This reduces the gap between players who can afford to peacefully build up their economy and players who can not due to wars.
    • The building still armortises after 5-6 days considering its reduced costs.
  • Decreased costs of all 6 production buildings to make leveling them up more viable.

Unit balancing

  • Decreased overall unit costs to enable production of more units.
  • Increased movement speed for all units by 15% to better match the faster build times.
  • Reduced HP values of Battleships and Cruisers as they were a bit too tanky in the early game.
  • Reduced overall damage of air convoys to make it more viable to surprise attack airplanes on the ground.
  • Increased anti ship damage of Cruisers and Battleships slightly to position them better as ship counters.
  • Decreased costs of Anti Tank & Tank Destroyer slightly to make building them more viable.
  • Swapped SP Anti Air’s damage vs. heavy armor with its damage vs. light armor to be more historical.
  • Added Attack Bomber as a counter unit against armored targets.
  • Changed statistics of Tactical Bomber to be more effective vs. unarmored targets and less effective vs. heavy armor, to complement the new Attack Bomber unit.
  • Added Rocket Artillery and SP Rocket artillery as a counter unit against unarmored targets.
  • Changed statistics of Artillery and SP Artillery to be more effective vs. heavy armor and less effective vs. unarmored targets, to complement the new Rocket Artilleries.
  • Removed mountain terrain bonus of Anti Air and SP Anti Air and added urban terrain bonus instead, to be more realistic.
  • Added mountain terrain bonus to Militia to make it more viable in later stages of the game and to be more realistic.
  • Added mountain terrain bonus to Infantry to make it more viable in later stages of the game and to be more realistic.
  • Increased damage of rockets to make them more worthwhile, as they were too cost-ineffective in the previous iteration.
  • Potentially more small tweaks that we changed along the way when comparing statistics of units with each other.
Research balancing

  • Removed manpower cost from all researches and replaced it with the resource types that match the production resources of a unit. Research costing manpower just did not feel right.
  • Decreased research money costs to enable more researches.
  • Slightly decreased research times with rising level to make researching also in later stages of the game a better option.
  • Moved research of Tactical Bomber level 1 and Strategic Bomber level 1 to day 2, and moved their second level to day 4.

    • This inserts more progression into the air tech branch, comparable with the other tech branches.
  • Rocket Fighter research now requires Flying Bomb research.

  • Moved Flying Bomb research from day 4 to day 2 to make it more viable in the early game.

  • Mechanized Infantry research now requires Motorized Infantry level 1 research.

Other balancing & mechanics

  • Added Doctrines to the game, which affect the balancing and research availability for all units. Read more in the manual.
  • Added a game ending timer for CoW 1.5 non-event rounds (Event rounds already have a game ending timer).

    • Small maps will end latest after 5 weeks, medium sized maps at latest after 7 weeks and big maps at latest after 10 weeks.
    • This is to prevent inactive games from affecting the game server.
  • Lowered the optimal army stack size from 15 units to 10 units

    • This better reflects the amount of units on the map.
    • This means that from now on the 10 strongest damage values are used to determine an army’s damage output.
    • Armies with more than 10 units will lose efficiency, although they still can be optimized.
    • Visualization for this feature will be added in a future update.
  • Decreased the resource cost for upgrading units from 100% to 50% of the target level’s production cost to incentivise unit upgrading more.

  • Reduced manpower production rate and manpower costs to normalize this resource with other resources

    • This makes resource amounts better comparable with manpower.
  • Lowered money costs of recruiting spies from 15,000 to 10,000 as money is more limited in CoW1.5 compared to the old version.

  • Slightly decreased the impact of the speed penalty for damaged units.

    • Units close to 0 hitpoints now move with 50% speed instead of 40%.
    • Visualization for this feature will be added in a future update.
  • Increased the damage done to province morale, province buildings and garrisons if the outcome of a revolt is receiving damage instead of changing province ownership.

More balancing changes and features will come to CoW 1.5 in future updates.

151 Replies

Akulla3D wrote:

Has anyone noticed that State-Based Damage Efficiency may have changed. I have a 10 stack of infantry and it is showing 100% efficiency.Forum attachment
The SBDE value in the unit details panel only reflects the efficiency loss due to lost health now.

The efficiency limit of 10 units per stack is not shown in the interface yet (we will add it in the future).

Little Racoon wrote:

Yes, Akulla, the SBDE has changed. Now it counts as the top 10 most powerful units for the SBDE (or something like that, I'm sure someone else can explain better).
@Little Racoon, you said it quite right. Only have to explain what "most powerful means":

Imagine stack A attacking stack B. Let's say stack B contains 4 units. Then what each unit in stack B receives as damage is 25% of the 10 strongest attack values in stack A against the armour class of that (targeted) unit.

Same in case of defending, of course.

But let's not call it SBDE any more. SBDE in CoW1.5 now correctly reflects solely the reduction of attack/defense values a unit gets from low health. What we're talking about here is the stack size limit to damage output.

Akulla3D wrote:

Forced March is still not working in 1.5, this is really annoying as I need to move something fast and I cant. See my linked video.

https://drive.google.com/file/d/1xTnv9-fGRJbm43LuSTBXJAvPCtzoO0ze/view?usp=sharing

I justed tested it in a 1.5 game and for me it works correctly:

https://gyazo.com/96d1c465a8e9c370681a2217c967ca40

Maybe you just were not connected to the server anymore at that moment? Look out for the spinning arrows in the bottom right corner and try it again after refresh.

Maybe also some specific circumstances? Because it can't be a general bug if it works in my tests.

freezy wrote:

Akulla3D wrote:

Forced March is still not working in 1.5, this is really annoying as I need to move something fast and I cant. See my linked video.

https://drive.google.com/file/d/1xTnv9-fGRJbm43LuSTBXJAvPCtzoO0ze/view?usp=sharing

I justed tested it in a 1.5 game and for me it works correctly:https://gyazo.com/96d1c465a8e9c370681a2217c967ca40

Maybe you just were not connected to the server anymore at that moment? Look out for the spinning arrows in the bottom right corner and try it again after refresh.

Maybe also some specific circumstances? Because it can't be a general bug if it works in my tests.

works for me too

So into day 2 or so for the new revisions. There is something off in the games, not sure what it is but I am spending to much time micromanaging the resources to get my manpower and other resources up. Maybe I am missing something or just plain stupid but I cant seem to generate enough stuff to keep steadily building stuff.

I have to build Factories all over my land just to get my manpower up high enough to keep things moving, and that leaves me with no rss to build anything else. The point of the game is strategy and its become a micromanaging nightmare. I have been in games where I have seen some people generate lots of units but not sure how they are doing it. (Maybe Gold not sure)

I really like this idea of upgrading units and different buildings but I feel the algorithm is unnecessary reducing overall rss at the expense of game play.

Akulla3D wrote:

So into day 2 or so for the new revisions. There is something off in the games, not sure what it is but I am spending to much time micromanaging the resources to get my manpower and other resources up. Maybe I am missing something or just plain stupid but I cant seem to generate enough stuff to keep steadily building stuff.

I have to build Factories all over my land just to get my manpower up high enough to keep things moving, and that leaves me with no rss to build anything else. The point of the game is strategy and its become a micromanaging nightmare. I have been in games where I have seen some people generate lots of units but not sure how they are doing it. (Maybe Gold not sure)

I really like this idea of upgrading units and different buildings but I feel the algorithm is unnecessary reducing overall rss at the expense of game play.

I guess the point you are missing is that you are not supposed to keep all your production/construction/research slots busy at all times as you do in CoW1.0. In 1.5 the production times etc. are lower, so you can produce more stuff in a shorter amount of time. But that also means that you run out of resources faster if you do so. So you have to balance your spendings more and can't mindlessly queue up the next thing.

Managing your resources and economy by making the right decisions when to spend and on what to spend is actually a macromanagement task. Micromanagement would be precisely controlling units on the battlefield.

I am sure you will get the hang of it once you played for a while :)

btw. hope your forced march issue is resolved, you didnt comment on it anymore.

freezy wrote:

Akulla3D wrote:

So into day 2 or so for the new revisions. There is something off in the games, not sure what it is but I am spending to much time micromanaging the resources to get my manpower and other resources up. Maybe I am missing something or just plain stupid but I cant seem to generate enough stuff to keep steadily building stuff.

I have to build Factories all over my land just to get my manpower up high enough to keep things moving, and that leaves me with no rss to build anything else. The point of the game is strategy and its become a micromanaging nightmare. I have been in games where I have seen some people generate lots of units but not sure how they are doing it. (Maybe Gold not sure)

I really like this idea of upgrading units and different buildings but I feel the algorithm is unnecessary reducing overall rss at the expense of game play.

I guess the point you are missing is that you are not supposed to keep all your production/construction/research slots busy at all times as you do in CoW1.0. In 1.5 the production times etc. are lower, so you can produce more stuff in a shorter amount of time. But that also means that you run out of resources faster if you do so. So you have to balance your spendings more and can't mindlessly queue up the next thing.

Managing your resources and economy by making the right decisions when to spend and on what to spend is actually a macromanagement task. Micromanagement would be precisely controlling units on the battlefield.

I am sure you will get the hang of it once you played for a while :)

btw. hope your forced march issue is resolved, you didnt comment on it anymore.

Thanks for the encouragement will work it more, seems forced march is working now. Good luck.

freezy wrote:

Akulla3D wrote:

So into day 2 or so for the new revisions. There is something off in the games, not sure what it is but I am spending to much time micromanaging the resources to get my manpower and other resources up. Maybe I am missing something or just plain stupid but I cant seem to generate enough stuff to keep steadily building stuff.

I have to build Factories all over my land just to get my manpower up high enough to keep things moving, and that leaves me with no rss to build anything else. The point of the game is strategy and its become a micromanaging nightmare. I have been in games where I have seen some people generate lots of units but not sure how they are doing it. (Maybe Gold not sure)

I really like this idea of upgrading units and different buildings but I feel the algorithm is unnecessary reducing overall rss at the expense of game play.

I guess the point you are missing is that you are not supposed to keep all your production/construction/research slots busy at all times as you do in CoW1.0. In 1.5 the production times etc. are lower, so you can produce more stuff in a shorter amount of time. But that also means that you run out of resources faster if you do so. So you have to balance your spendings more and can't mindlessly queue up the next thing.

Managing your resources and economy by making the right decisions when to spend and on what to spend is actually a macromanagement task. Micromanagement would be precisely controlling units on the battlefield.

I am sure you will get the hang of it once you played for a while :)

btw. hope your forced march issue is resolved, you didnt comment on it anymore.

I had the same learning curve on that. I'm trying something a little different this time around. Since build times are so much shorter, I did 2 levels of Research on my primary unit, before I started building any. Might even go higher in resarch on someunits. If you don't need them yet, why build and pay for upgrades when you can just wait to build them after the upgrades.

Got an interesting surprise from 1.5 combat. Apparantly 1st level Infantry units can sink Cruisers. Keep in mind that an infantry unit in early world war 2 carried the equivelent of today's hunting rifle as a weapon.

The infantry actually go into the water and block the cruiser from existing, like a sub. Doesn't make a whole lot of historical combat sense, but hey, if that's the new rule, it changes a lot.

Balhog wrote:

Got an interesting surprise from 1.5 combat. Apparantly 1st level Infantry units can sink Cruisers. Keep in mind that an infantry unit in early world war 2 carried the equivelent of today's hunting rifle as a weapon.

The infantry actually go into the water and block the cruiser from existing, like a sub. Doesn't make a whole lot of historical combat sense, but hey, if that's the new rule, it changes a lot.

I learned that one fast, the AI did it to me and my DD and a Cruiser were stuck on the beach. In this case they only lost half of their health after a very long battle. The second time, I tried to get smart and lure the AI into the water by firing and turning around. The problem was that it was a city that was very close to the waters edge and I could not turn around due to the snap distance and was locked into engagement. I don't mind land units being able to attack naval units on the beach, but why not have the naval units be able to disengage and retreat? Also I have a current game where an allies landing party disembarked, but he is stuck engaged with a submarine that was trying to stop it. Let both land and navy be able to disengage during land and navy lockups.

FinnDaddy wrote:

Balhog wrote:

Got an interesting surprise from 1.5 combat. Apparantly 1st level Infantry units can sink Cruisers. Keep in mind that an infantry unit in early world war 2 carried the equivelent of today's hunting rifle as a weapon.

The infantry actually go into the water and block the cruiser from existing, like a sub. Doesn't make a whole lot of historical combat sense, but hey, if that's the new rule, it changes a lot.

I learned that one fast, the AI did it to me and my DD and a Cruiser were stuck on the beach. In this case they only lost half of their health after a very long battle. The second time, I tried to get smart and lure the AI into the water by firing and turning around. The problem was that it was a city that was very close to the waters edge and I could not turn around due to the snap distance and was locked into engagement. I don't mind land units being able to attack naval units on the beach, but why not have the naval units be able to disengage and retreat? Also I have a current game where an allies landing party disembarked, but he is stuck engaged with a submarine that was trying to stop it. Let both land and navy be able to disengage during land and navy lockups.
I have a second game in play on the latest upgrade to 1.5. The naval bombardment in this game is behaving like 1.0. That is, no damage to Cruisers from Infantry or other land units. Perhaps it is related to doctrine or something else.

Balhog wrote:

Got an interesting surprise from 1.5 combat. Apparantly 1st level Infantry units can sink Cruisers. Keep in mind that an infantry unit in early world war 2 carried the equivelent of today's hunting rifle as a weapon.

The infantry actually go into the water and block the cruiser from existing, like a sub. Doesn't make a whole lot of historical combat sense, but hey, if that's the new rule, it changes a lot.

Land units do damage to naval units in order to be able to sink disembarking troop convoys (which have the naval armor class). Surely player want to keep doing that, as it has been a staple in the game, therefore lang units need damage vs. naval units.

Realistically speaking you can imagine this as follows: A ship which is parked directly on the shoreline is considered as anchoring at land. Therefore land units can try to board the ship and overthrow the crew. You don't need explosive firepower for that. This said, and Infantry regiment in the game consists of more than just riflemen, it is considered to also have mortars, grenadiers etc.

So if you don't want your ships to be hurt by coastal troops, try to not place them directly on the coastline :)

freezy wrote:

Balhog wrote:

Got an interesting surprise from 1.5 combat. Apparantly 1st level Infantry units can sink Cruisers. Keep in mind that an infantry unit in early world war 2 carried the equivelent of today's hunting rifle as a weapon.

The infantry actually go into the water and block the cruiser from existing, like a sub. Doesn't make a whole lot of historical combat sense, but hey, if that's the new rule, it changes a lot.

Land units do damage to naval units in order to be able to sink disembarking troop convoys (which have the naval armor class). Surely player want to keep doing that, as it has been a staple in the game, therefore lang units need damage vs. naval units.Realistically speaking you can imagine this as follows: A ship which is parked directly on the shoreline is considered as anchoring at land. Therefore land units can try to board the ship and overthrow the crew. You don't need explosive firepower for that. This said, and Infantry regiment in the game consists of more than just riflemen, it is considered to also have mortars, grenadiers etc.

So if you don't want your ships to be hurt by coastal troops, try to not place them directly on the coastline :)

Its a stretch. First of all, these weren't land units disembarking. They were cruisers, off shore, bombarding. In WW2 combat that's what, 10 miles offshore? I don't believe there is any case of a cruiser being sunk by infantry with their standard 30 cal rifles. Let me know if I'm wrong, but it seems quite unlikely.

Here's a list of all US Cruisers lost or damaged in WW2. I didn't read the whole list. But I didn't see any sunk by infantry in the list. https://en.wikipedia.org/wiki/List_of_US_Navy_ships_sunk_or_damaged_in_action_during_World_War_II#Light_cruiser_(CL)

So if you don't want your ships to be hurt by coastal troops, try to not place them directly on the coastline

I think this may have been my issue. I got to close. Can you position close enough to bombard with a cruiser, but not close enough to be attacked by infantry?

Balhog wrote:

Can you position close enough to bombard with a cruiser, but not close enough to be attacked by infantry?
Yes, of course. Attack range of a cruiser is 50, attack range of infantry is 5. So placing the cruiser at any distance between 6 and 50 away from the beach will make him safe from infantry attacks.

Hans A. Pils wrote:

Balhog wrote:

Can you position close enough to bombard with a cruiser, but not close enough to be attacked by infantry?
Yes, of course. Attack range of a cruiser is 50, attack range of infantry is 5. So placing the cruiser at any distance between 6 and 50 away from the beach will make him safe from infantry attacks.
Unfortunatley that wasn't the case. The infantry units actually went into the ocean and trapped, not 1, but a fleet of cruisers and other ships. Unrealistic. Nothing like that ever happened in COW 1.0. In fact in the history of WW2 there were zero events of this occurring. But this is mnor compared to the real issues you guys created in this disaterous version.

On my final note, I've had another round of 1.5 decided by AI BS decision making.

Balhog wrote:

Hans A. Pils wrote:

Balhog wrote:

Can you position close enough to bombard with a cruiser, but not close enough to be attacked by infantry?
Yes, of course. Attack range of a cruiser is 50, attack range of infantry is 5. So placing the cruiser at any distance between 6 and 50 away from the beach will make him safe from infantry attacks.
The infantry units actually went into the ocean and trapped, not 1, but a fleet of cruisers and other ships.
What do you mean went into the ocean? Were they a convoy? In that case your cruisers should have the advantage.

Balhog wrote:

Hans A. Pils wrote:

Balhog wrote:

Can you position close enough to bombard with a cruiser, but not close enough to be attacked by infantry?
Yes, of course. Attack range of a cruiser is 50, attack range of infantry is 5. So placing the cruiser at any distance between 6 and 50 away from the beach will make him safe from infantry attacks.
Unfortunatley that wasn't the case. The infantry units actually went into the ocean and trapped, not 1, but a fleet of cruisers and other ships. Unrealistic. Nothing like that ever happened in COW 1.0. In fact in the history of WW2 there were zero events of this occurring. But this is mnor compared to the real issues you guys created in this disaterous version.

On my final note, I've had another round of 1.5 decided by AI BS decision making.

Ok so it was actually not land based Infantry which attacked your Cruiser, but convoys. Convoys also have small fighting stats vs. ships, because they are considered to have light arming and escort ships. Also in CoW1.0 can transport ships attack and eventually sink a Cruiser. It all depends on the number of troops involved on either side as well as the level of the units. This said your cruiser has a big combat advantage against them. So normally one cruiser can hold off against multiple convoys, but if the convoys become too many, also a cruiser will get overwhelmed. But you can also easily kite the incoming convoys and bombard them by range. As was stated here before, cruisers have a range of 50, while land units or convoys only have a range of 5, and your cruiser moves faster.

What happens when you attack a unit that is in the middle of an upgrade? Do they get their old stats? Or are they so disorganized that they are easy to attack?

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