I think itβs their old statsAkulla3D wrote:
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?
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.
- 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 Airβs 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.
- 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.
- 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 armyβs 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 levelβs 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.
151 Replies
And surely they can board the submarine under the water, it's coast area and water is no deep enough to make man drownfreezy wrote:
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.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.
So if you don't want your ships to be hurt by coastal troops, try to not place them directly on the coastline

They use their old stats until the upgrade is completed. They will only defend against attacks (using their defensive stats).Akulla3D wrote:
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?
A submarine which is locked in combat is considered to be emerged, that's why it is also seen. So luckily the men don't even have to diveTasmine wrote:
And surely they can board the submarine under the water, it's coast area and water is no deep enough to make man drown

Thanks Freezy. One more question about upgrades, say you are in the middle of an upgrade and suddenly need that unit can you cancel it so you can use the unit.freezy wrote:
They use their old stats until the upgrade is completed. They will only defend against attacks (using their defensive stats).Akulla3D wrote:
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?A submarine which is locked in combat is considered to be emerged, that's why it is also seen. So luckily the men don't even have to diveTasmine wrote:
And surely they can board the submarine under the water, it's coast area and water is no deep enough to make man drown
If you don't mind, allow me to answer that question. Once you have started the upgrade it cannot be cancelled. This is also stated in the window that opens when you click on the upgrade button.Akulla3D wrote:
Thanks Freezy. One more question about upgrades, say you are in the middle of an upgrade and suddenly need that unit can you cancel it so you can use the unit.freezy wrote:
Akulla3D wrote:
Keeping with the upgrade issue I would like to suggest a nice to have.Agent47 wrote:
If you don't mind, allow me to answer that question. Once you have started the upgrade it cannot be cancelled. This is also stated in the window that opens when you click on the upgrade button.Akulla3D wrote:
Thanks Freezy. One more question about upgrades, say you are in the middle of an upgrade and suddenly need that unit can you cancel it so you can use the unit.freezy wrote:
Akulla3D wrote:
- It would be cool if you were a High Command member that you could que up unit upgrades like you que up other items.
Thanks.
Economic Balance Issue
Just was shown a game on 3300360
On day two there was a great disparity in economic values and this is a game where no one was allowed to move on days 1 and 2 to attack anyone.
Finland 59551
Canada 56572
Egypt 42125
Now if all countries started with about the same hourly production the difference should be accounted for by factories and morale. However that is not the case.
What you have is some major cities have substantially higher BASE production than others even though the over all country values may be the same. As such when you have some thing like producing 7354 without a factory and another 5394 with a factory there is a problem.. If a country has several provinces with iron deposits the disadvantage is increased because where the first case there is one factory to be built in the other there are 3 ./
I think we need a review of the economics at start with the understanding of the cost of development.
Hi @EZ Dolittle, at first I also made the mistake to think of that as a bug on the CoW1.5 European map. But at least in my case it was only the bonus that new players receive in their first game.
Some of them are routed onto CoW1.5 European maps instead of the CoW1.0 tutorial maps.
Although I wouldn't have expected this to be the case also for manually created CoW1.5 European maps(as you've obviously joined), I assume that also explains the disparity on your map. Please check if Finland and Canada are very new players. If not, please let us know!
Canada has played in 120 games
Finland in 50 games.
So the problem is NOT the new player bonus.
Economic Balance Issue
Just was shown a game on 3300360
On day two there was a great disparity in economic values and this is a game where no one was allowed to move on days 1 and 2 to attack anyone.
Finland 59551
Canada 56572
Egypt 42125
Now if all countries started with about the same hourly production the difference should be accounted for by factories and morale. However that is not the case.
What you have is some major cities have substantially higher BASE production than others even though the over all country values may be the same. As such when you have some thing like producing 7354 without a factory and another 5394 with a factory there is a problem.. If a country has several provinces with iron deposits the disadvantage is increased because where the first case there is one factory to be built in the other there are 3 ./
I think we need a review of the economics at start with the understanding of the cost of development.
Then that's a major bug on your map indeed.
Doesn't affect all CoW1.5 maps - on mine all cities have the same base production. If I were you, I'd file a bug report for this to Support (containing your game ID) in addition to the forum post you made above.
On a matter of improvement, I went to improve my submarine to level 2, as I had 4, separating the 2 for improvement. And the enemy was coming with a destroyer, so I gathered the 4 submarines and pulled them out. Automatically or submarine that was in the process of improvement was canceled. Is that a mistake?
Hans is correct that this is due to the tutorial bonus.Hans A. Pils wrote:
Hi @EZ Dolittle, at first I also made the mistake to think of that as a bug on the CoW1.5 European map. But at least in my case it was only the bonus that new players receive in their first game.Some of them are routed onto CoW1.5 European maps instead of the CoW1.0 tutorial maps.
Although I wouldn't have expected this to be the case also for manually created CoW1.5 European maps(as you've obviously joined), I assume that also explains the disparity on your map. Please check if Finland and Canada are very new players. If not, please let us know!
Game 3300360 is a beta game. Whenever a player plays his/her first beta game, they start the tutorial again. I think this was implemented back in the day to let beta players catch any problems during the tutorial for us. This then also triggers the mentioned tutorial resource bonus for that player.EZ Dolittle wrote:
Canada has played in 120 gamesFinland in 50 games.
So the problem is NOT the new player bonus.
Economic Balance Issue
Just was shown a game on 3300360
On day two there was a great disparity in economic values and this is a game where no one was allowed to move on days 1 and 2 to attack anyone.
I know it is an issue. I will bring it up in the team again that we should not trigger it on beta anymore. It can't be fixed retroactively for your game though, sorry.
With the map itself everything is fine, there is no balancing issue.
It shouldn't be possible to cancel the upgrading process. When I tried it, it did not work. But I would forward it to our QA to verify.El Cazador wrote:
On a matter of improvement, I went to improve my submarine to level 2, as I had 4, separating the 2 for improvement. And the enemy was coming with a destroyer, so I gathered the 4 submarines and pulled them out. Automatically or submarine that was in the process of improvement was canceled. Is that a mistake?
edit: We checked but couldnt reproduce this exact situation. For us the upgrading of the submarines was not canceled. So I assume in your case it may not have started properly or was finished already.
Freezy,
Freezy a couple of questions about the finer points of the game.
Commandos are stealth.
Are they stealth when in a stack with other units? (that is to say if an opponent can see into the stack will he see them too)
If a commando is traveling by sea can they be seen by opponents?
If a commando attacks an empty province once the battle is over are they stealth again or if they move away?
~~~~~
With respect to State-based damage efficiency.
It used to be that for infantry over a stack of 6 that it would make efficiency go down, I think its 10 now.
For the sake of this question I will use 10.
If there is a stack of lets say 20 infantry and 5 are level one, 9 are level 2, and 6 are level 3. Are each level taken individually or are all the units counted towards the efficiency calculation?
Thanks having fun with the game.
AK3
Once again I hope you don't mind me answering your (second) question:Akulla3D wrote:
Freezy a couple of questions about the finer points of the game.Commandos are stealth.
Are they stealth when in a stack with other units? (that is to say if an opponent can see into the stack will he see them too)
If a commando is traveling by sea can they be seen by opponents?
If a commando attacks an empty province once the battle is over are they stealth again or if they move away?
~~~~~
With respect to State-based damage efficiency.
It used to be that for infantry over a stack of 6 that it would make efficiency go down, I think its 10 now.
For the sake of this question I will use 10.
If there is a stack of lets say 20 infantry and 5 are level one, 9 are level 2, and 6 are level 3. Are each level taken individually or are all the units counted towards the efficiency calculation?
Thanks having fun with the game.
AK3
The stack limit only includes your 10 strongest units. For your example this means that the 6 level 3 infrantry and 4 of the level 2 infrantry will deal damage to enemy armies. All units still constribute their health points to the army's health so you can still use extra units to soak up damage.
for yu our first question, commandos are still hidden when in a stack, but the rest of the units arenβtAkulla3D wrote:
Freezy a couple of questions about the finer points of the game.Commandos are stealth.
Are they stealth when in a stack with other units? (that is to say if an opponent can see into the stack will he see them too)
If a commando is traveling by sea can they be seen by opponents?
If a commando attacks an empty province once the battle is over are they stealth again or if they move away?
~~~~~
With respect to State-based damage efficiency.
It used to be that for infantry over a stack of 6 that it would make efficiency go down, I think its 10 now.
For the sake of this question I will use 10.
If there is a stack of lets say 20 infantry and 5 are level one, 9 are level 2, and 6 are level 3. Are each level taken individually or are all the units counted towards the efficiency calculation?
Thanks having fun with the game.
AK3
Other helpful users answered your questions correctly already, thanks for thatAkulla3D wrote:
Freezy a couple of questions about the finer points of the game.Commandos are stealth.
Are they stealth when in a stack with other units? (that is to say if an opponent can see into the stack will he see them too)
If a commando is traveling by sea can they be seen by opponents?
If a commando attacks an empty province once the battle is over are they stealth again or if they move away?
~~~~~
With respect to State-based damage efficiency.
It used to be that for infantry over a stack of 6 that it would make efficiency go down, I think its 10 now.
For the sake of this question I will use 10.
If there is a stack of lets say 20 infantry and 5 are level one, 9 are level 2, and 6 are level 3. Are each level taken individually or are all the units counted towards the efficiency calculation?
Thanks having fun with the game.
AK3

Regarding the still open questions:
Commandos are visible when at sea.
Once they are out of battle Commandos are stealth again.
Great thanks.freezy wrote:
Other helpful users answered your questions correctly already, thanks for thatAkulla3D wrote:
Freezy a couple of questions about the finer points of the game.Commandos are stealth.
Are they stealth when in a stack with other units? (that is to say if an opponent can see into the stack will he see them too)
If a commando is traveling by sea can they be seen by opponents?
If a commando attacks an empty province once the battle is over are they stealth again or if they move away?
~~~~~
With respect to State-based damage efficiency.
It used to be that for infantry over a stack of 6 that it would make efficiency go down, I think its 10 now.
For the sake of this question I will use 10.
If there is a stack of lets say 20 infantry and 5 are level one, 9 are level 2, and 6 are level 3. Are each level taken individually or are all the units counted towards the efficiency calculation?
Thanks having fun with the game.
AK3
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Regarding the still open questions:
Commandos are visible when at sea.
Once they are out of battle Commandos are stealth again.
Hi i thought of a new idea about the not so "Historical World War" map, so lets get into it, so the fun thing about World War maps is that you get to play role play, but there's non of that in this map you have historical nations and a not so historical border between Persia and the Soviet Union and more, so i was thinking that we you could add an annexation feature to be able to turn occupied land to core land so you can recreate the borders of the Germans and Soviets in 1939, also with the rework on the province design to add more role play like the ability to reunify the land lost from Germany back in 1918 or the annexation of Konigsberg to the Soviet Union and the new Polish borders after ww2 and the historical borders between West and East Berlin and Germany, but you could only play as West or East Germany if either side is willing to give you back one of the two so you could try to reunify Germany with the borders of today, and maybe you could make the map timeline before Austria unified with Germany and also please bring back the feature were you can have peace with bot and inactive nations so role play would be easier and more cities for all nations thanks, tell me what you all think and sorry for the bad grammar