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Call of War 1.5: Mechanics & New Balancing

Attention Generals!

In the last news we communicated the changes to urban provinces and new buildings. Now the first test event for Call of War 1.5 is about to start. To be fully prepared, please read up on more changes in this brand new version!

Mechanics changes

Let’s start with the changes regarding game mechanics. As the title of the game says, this game is about war. Therefore we don’t want to punish players anymore for waging wars and conquering provinces. That is why in CoW 1.5 the morale penalty for being at war will be removed, as well as the province resource upkeep. To balance this out the morale penalty for distance to capital will be slightly increased.

Another aspect are changes to how combat is resolved. A new combat calculation will be at play, resulting in more predictable results, while still retaining a small intended variance. To give more chances to retreat and heal up, units in armies will only start to get destroyed when the condition of the army drops below 50%. When units drop below a condition of 50% they will also face movement speed penalties. Additionally ground combat will be updated every 30 minutes instead of every 60 minutes. Finally, damage limits will no longer be determined by the amount of each individual unit level. Instead, a damage limit exists for the whole army, with damage being reduced at 10 and more units and being capped at 20 and more units.

Furthermore, in Call of War 1.5 units on the field will no longer automatically upgrade when a higher level is researched. Instead, the new unit level has to be produced. Higher unit levels can only be produced in higher building levels, while lower building levels still support producing lower unit levels even if higher levels are already researched.

Last but not least we updated some unit functionalities: Commandos will be stealth units that ignore defence bonuses, while Motorized Infantry, Armored Cars and Interceptors will receive the scout ability. Rockets will not ignore the defense bonus anymore and deal friendly fire upon impact. For more details, please check the forum post linked below.

New Balancing

With Call of War 1.5 we will also introduce a lot of changes to the balancing, which you will experience during the test events. These changes are so countless that we cannot list them all, but we want to highlight a few changes:

There will be a clear progression in power and costs for all buildings, units and researches. All unit values, including damage, speed, health, production time, cost and upkeep will start low but rise from level to level. The same holds true for researches and buildings, which have their cost but , if applicable, also their effects increased per level.

To create a true Rock-Paper-Scissors style balancing which still acknowledges the realities of the war, we will split the armor class ‘armored’ into ‘light armor’ and ‘heavy armor’. This will create more opportunities to counter enemy army compositions. Additionally all unit roles will be reviewed, making sure every single one has its use. As a result of this nuclear powered sea units will be removed from the game. Also, some units will be much stronger in defensive or offensive positions and will be much more effective against certain armor classes, making tactical maneuvering more important.

Resource and gold costs also will be revised and vary depending on type and level. Going forward, all units and buildings will require each resource to be built. Depending on the unit you might not need a lot of them, but they will be required. This way resource demand reflects the need of workforce, materials and energy more realistically. As a contrast, researches will require only money and manpower. These resource philosophies may be still subject to change.

As the CoW 1.5 event is about to start, make sure to join an event game during the sign-up period to provide us with first hand feedback! This will only be the first event in a series of events and there is plenty of room for changes and improvements, so please tell us what you like. We are counting on you to change the future of Call of War together with us!

Your Bytro Team

- Please understand that the list below is only provided in English for all languages -

More details:

Mechanics & formula changes:

  • There is no more war morale penalty on provinces.
  • Removed building upkeep and province upkeep.
  • The distance to capital penalty is increased.
  • Changed combat calculations to reduce outliers in the results and to make results better predictable. A variance of +/-20% is intentionally kept to not make results TOO predictable.
  • Single units of the same unit type within an army begin to die as soon as their unit type is at 50% health or below.
  • Units move slower when at 50% health or below.
  • Units with lower health now deal less damage than in the previous version.
  • There is no damage limiter for each unit level anymore, instead there will be a damage limit for the whole stack limit, with reduced damage beginning at 10 units and damage being capped at 20 units. Visualization for this will be implemented later.
  • Units on the field do not level up automatically when a higher level of the unit type was researched. For the future we consider implementing an option to upgrade units on the field manually.
  • Buildings can continue to build lower research levels when not upgraded.
  • Land and sea combat ticks now happen every 30min.
  • Removed movement speed penalty on allied terrain.
  • Changed some AI defense preferences. They now value border provinces to non-friendly neighbors, capitals and provinces with many buildings (usually urbans) more when deciding where to collect troops.
  • Changed resource outputs of supply crates to have rewards within the same range for all main resources, as their value is now equal. General hint: If you collect supply drops in provinces of stronger nations, you will receive more resources out of them.
  • Increased maximum manpower storage amount (may be removed later). The storage amount increases with conquering provinces.

Unit functionality updates:

  • Commando - stealth, ignores defence bonus.
  • Interceptor - scout (makes stealth units visible).
  • Motorized infantry - scout (at level 3 and above).
  • Armored car - scout (at level 3 and above).
  • Rocket - Friendly fire, does not ignore defense bonus anymore.
  • Moved Commando and Paratrooper to Infantry category, now counting as Infantry type.

General balancing changes:

  • Changed nearly all values, costs, bonuses and build speeds of all units, buildings and researches, which are sadly to countless to list here. And they are also not final and will change in future iterations. For general infos on building changes, visit the previous news “Urban Provinces & New Buildings”.
  • All values of units, except view range, ground attack range and terrain bonuses, follow a progression, from low values at lower levels to higher values at higher levels. On average a unit on maximum level has 4-6x better fighting values than on the first level, and 2-3x the resource cost and upkeep, making it still a bargain to produce higher levels.
  • Changed offensive and defensive focus of many units, with them now being 2-3x as strong in their prefered role. Some units also serve as an allrounder with no off or def preference but also slightly lower values in both roles. General reminder: Defense values are used by a unit when this unit is standing still without any command given, offense values are used when another unit is actively attacked. If units meet on the field while both are in movement, both values are used.
  • Changed preferred terrains of some units. Units also no longer have penalties in certain terrain. Instead, units receive bonuses in certain terrains only. This makes values better comparable.
  • Split armor class “armored” into light armor and heavy armor, whereas Medium Tanks, Heavy Tanks, Tank Destroyers and Railroad Guns are considered heavy armor, the rest of the vehicles light armor. Units therefore now have different or additional target preferences.
  • All costs of researches increase per level.
  • All costs and bonus effects of buildings increase per level.
  • All resources are needed to produce buildings and units, sometimes only small amounts. Units also need all resources as maintenance upkeep. Sidenote: Rare materials represent many different materials, including rubber and aluminium, that’s why they are also needed.
  • Manpower and money is needed for researches.
  • Removed nuclear powered sea units from the game due to role conflicts and deemed unfitting for the time frame of the game.
  • Removed Nuclear Power research from the game to simplify requirements. Nuclear Bomber and Nuclear Rocket now only require the Atomic Bomb research as prerequisite, but got more expensive in return.
  • Removed research levels of several units: Militia -3 levels, Mechanized Infantry -1 level and all ships except transport ships -1 level.
  • Added research levels to the following units: SP Artillery +1 level, Commandos +2 levels.
  • The last level of Commandos now also requires blueprints to unlock.
  • Updated the ingame unit and building descriptions to describe the preferences and uses of them. Open their details panel by clicking on them in the respective menus to read the descriptions and to check out all new values!

Gold cost changes:

  • With the new importance of urban provinces some gold actions became more powerful as less provinces have to be targeted in total to make a lasting effect. Therefore adjustments needed to be made to balance the game. Sabotage building and reduce morale costs are increased from 2,000 to 3,800 gold. Morale boost costs increased from 500 to 950.
  • Most build times got reduced drastically, especially on early levels. To balance this out gold costs for speed ups had to be increased. These prices now also vary on power or level of a unit or building and therefore don’t have a common listing price anymore.
  • All units now receive higher amounts of health when leveled up. As condition boosts heal always 10% of the missing health, condition boosts on later levels became more powerful. The gold costs of condition boosts had to be increased to balance this out. These prices now also vary depending on the health and level of a unit and therefore don’t have a common listing price anymore.

NOTE: Some parts of the new mechanics are not yet complete, especially regarding corresponding interface information. This will be improved in future versions. This is also just the first version of the new balancing and there will be a lot of fine tuning going forward. If you like to give us detailed feedback on this version, it would be highly appreciated, especially if you feel like certain units are too strong or weak!

575 Replies

Dunzell wrote:

One of the things I'm most unhappy about is the 1 hour refueling time for planes, but most times it is 30 minutes. Most but not all times I go to a base for the first time it is 1 hour. When on auto-attack it was 30 minutes. And it doesn't seem to matter what level the base is, but I'm not sure. Does anyone have a clear understanding of this aspect of the game so we can comment properly.
I don't 100% understand it as the numbers are not shown on the info but hopefully this can help a little bit.

So Airstrips (in rural provinces) have at lvl 1 a 30 minute refuel time. I am not sure what lvl 2 and 3 does as the tooltip does not say.

Air factories (in urban provinces) have the 1 hour refuel time, lvl 3 Air factories have a 30 minute refuel time.

Air strips and Air factories are different, air strips are just a simple runway whereas air factories are what you need to build your planes.

Hope this helps.

Also yes, I agree 30 minutes, 60 minutes is WAY too long for refuelling.

freezy wrote:

3) This is indeed a new feature. Units start to die when the army drops below 50%.
@freezy Maybe I don't understand what that 50% refers to, but the condition percentage of the entire stack or multiple units of the same type within a stack can go much lower than 50% before they die. By "army", I assume you mean a particular stack and not your entire army.

In anycase, I like that the condition can drop so low. With SBDE taken into account, 4 units at 25% health are about 20% stronger than a single unit at 100%.

I also noticed that the SBDE for optimal stack size is now 30 + 0.7 * condition. This is good so that low health units aren't so over powered. With the original SBDE equation, the 4 week ones would be 60% stronger than the single healthy one.

Couple things I noticed/requests.

1. If you build level one roads there is no indication of them in the province other than clicking and looking. Please add something to indicate that it exists and perhaps each level.

2. Would like a way to upgrade older units. Perhaps sending them back for a refit, or a special order type where you would set it to upgrade perhaps paying the difference in resources and a fixed amount of time per level to upgrade to new version (the unit would have to not move etc during this time).

3. In the Province Tab it is hard to order and figure out which provinces can produce stuff, since the old system had to have a Factory to produce units ordering on Factory would list all your productive provinces.

4. Was looking at Paratroopers, there doesn't seem to be an airbase requirement to build them. Not sure if this is on purpose.

5. Looking at the Espionage Tab everything seems the same, other than the gold prices are higher. It would be nice if this could be improved I would like to see a spy mission that is dedicated to figuring out where troops are or perhaps in a specific city withing a 24 hour period.

I think this is a great start, best of luck to all.

Akulla3D

Well, I do have my own feedbacks, that I will split between the horrible, the bad, the good, and the best

- The horrible

1. All buildings needing all resources to build

I understand the "realistic" part of it (to an extent), but I do believe it goes against good design.

The 06/11/2019 note said " Second we will make the game more appealing by making changes to the progression and game pace (...)"

This changes makes the exact opposite : it makes the game less clear, it creates a noobie trap and in general more complex for no added advantage.

It also forces the player to do some serious calculation to optimize productions, whereas before you would make easier strategic decision (I am currently gated by oil, where can I increase my oil production, where can i find more oil externally, how can I shift production to need less oil). Here, it is complicated.

Note that the cost in manpower is cool with me (see below the "excellent"), I am more frustrated at Metal + Oil + Supplies + Rare Material + Food for every single units.

2. Unit speed decreasing when below 50% IN COMBINATION with units not dying one-by-one.

It is realistic, certainly, but it does not work because you cannot "detach" low HP units, so if you have 1 nice unit and one slow unit, if you merge them and the average is below 50%, you are stuck with one larger slow units and can't detach the fast unit any more. It is like the blob.

This becomes REAL bad because units now don't die when below 50%. So as time passes you get those stack of say8 units at 20%, which you don't want to merge with healthy units because it will just become at stack of 9 at 24%, that is tapping fully in your resource in maintenance - and now you are actively trying to get the large stack to die. Very unrealistic.

I feel like it should be either units die like in 1.0 CoW, or units don't die like in 1.0 CoW but they don't lose stats below 50% Both => Don't work.

- The bad

1. Units price and time of production changing depending on the level of the unit.

I realize that this is made worse by the lack of information, but currently unit price, maintenance and time of production change by level. The unit progression is power is significantly more than the progression in price, but since in a city you cannot "degrade" the levels of the unit you produce (you have to produce the best available) I am in a situation where I would like to produce MORE, weaker units even weaker but I can't.

This is especially jarring for foot infantry, where the "HP producer by hour" (eg how much HP of units you create in one hour) is better for infantry level 1 than for infantry level 2.

2. Resource almost only produced in cities + units produced in cities

It simplifies the game yes, but this means that only cities became relevant in the game. The rest is just distance to cross.

In addition, it means taking cities = Less production capacity AND way less ressource for your opponent.

I would really do the opposite : cities produce units, but not that much resources (or even not at all), and provinces produce the raw materials. This way, you have a real choice on what to defend, and one to attack

Also, note that taking the supply crates or the wheat city of your opponent early game is quite simply crippling, there is no way to come back from that in a war.

3. Units (esp. infantry) having different HP by level

It makes the game much less accessible because you need to know - or check - the HP of each unit in a stack.

I feel the progression is particularly bad for infantry (35=>60, x5 difference between low level and high level), but I would accept a (smaller than currently) progression for armor.

4. Shorter combat and production time

I know where it comes from, with more players playing on mobile, and it is a change to my advantage (I am VERY active) but I believe it gives too strong advantage to the active player. I also feel it will directly impact your monetisation, as before while could compensate less activity with more gold... but not now.

- The good

1. The new "light armor" category + the general direction of the balancing

The light armor category really gives a space for the heavy armor, and - along with the decrease of efficiency of planes - it will create more diversity in the line-up of units we see. Some further balancing is obviously going to be necessary (light tank totally crippled for instance, motorized infantry being a solution to everything, ...) but still good.

2. removal of province food & supplies upkeep.

I wasn't so sure about this change, but I feel like I am now not afraid to take worthless province, and it was a newbie trap - so good.

3. Each type of units needed a specialized building + units have a level they keep when created

While it complexifies the game, I feel like it also makes the game more strategic, forces more arbitration (should I build more units of an existing team or upgrade my factory to produce better units).

- The excellent

1. Removal of building maintenance.

No more need to activate or desactivate barracks and shipyard every time production is over ? GREAT !

2. Gating by manpower

Previously, manpower was only a problem early game, after that you were gated by other resources (usually food and oil) - something you could easily increase in production or exchange (relatively easily)

I feel like the gating by manpower - the only resources where it is difficult to increase production - would in a leaner way hamper players from snowballing too much and would force more alliance.

When balanced better, I think it will be ++.

Also, I suspect it is going to be good for your monetization

- "Jury still out"

1. The new research tree with only food & manpower.

Some proposals (as a former producer / designer on mobile MMORPG, one of which is in the "really successful" category)

On building production

Buildings would require (in addition to money / manpower) :

Barracks : Supply crates

Artillery factory : Supply crates, Steel

Tank factory : Supply crates, Steel and oil

Airports : Supply crates, oil and rare materials

Upgrading a building stops production in said building (it would emulate what you wanted to make with units taking more time to produce at higher level without the frustration for the player, and also emulate IRL WW2 Germany wanting to shift production to better tanks and better planes, but just not able to afford the output loss in number)

Unit costs (in addition to money / manpower) would mirror what it costs to make the building, so planes would require rare materials (which would represent aluminium or wolfram) and oil, tank would require oil and steel. Or course, Motorized infantry would need oil.

Wondering whether I would not make infantry units "auto-upgrade" so the players would have the choice between building infantry (heavy on MP, but remain relevant) or armor (less heavy on MP, but needs to be upgraded and can be obsolescent).

Capacity to build the "not-optimal" unit (at the lower price, this is what every single MMORPG is doing). Actually, being able to do that could allow to have better units more expensive in time, too.

Raw materials are produced in not-cities, unit production can only be done in cities.

Research would cost manpower, money, but also steel/rare materials/oil for units that require them

I just come from the spanish server (it is almost dead there) to say this is almost the end of CoW.

-The game now is slower.

-Unrealistic units: the heavy tank a defensive unit? Comandos trained by Mr Bean? (the infantry level 4 is stronger in attack), the antiarplane units make the planes useless....

-is less "strategic". Before you needed to think how and where attack, now is enough with make a "megadivision" unit with 20 or more troops well combined and run without matter.

I needed to enter here and say it, I'm an old player and with this 1.5 thing, the inactive players, the "goldenboys"...this become boring. Sorry for the game.

Excuse my mistakes in english.

Si no tienes posibilidades de vencer, es el momento de atacar.

Somanta wrote:

-Unrealistic units: ... Comandos trained by Mr Bean? (the infantry level 4 is stronger in attack), the antiarplane units make the planes useless....
This change is one of most realistic changes in update: commandos never were supposed attack full infantry regimant on field. They have good Power now, but not enough strength for fight ordonance troop. It is realistic.

Chimere wrote:

- "Jury still out"

1. The new research tree with only food & manpower.

research requires only manpower and cash.

food was added prior to the 1.5 excursion, but is not required in 1.5

and manpower in 1.5 is in too high demand

f118 wrote:

Somanta wrote:

-Unrealistic units: ... Comandos trained by Mr Bean? (the infantry level 4 is stronger in attack), the antiarplane units make the planes useless....
This change is one of most realistic changes in update: commandos never were supposed attack full infantry regimant on field. They have good Power now, but not enough strength for fight ordonance troop. It is realistic.
I agree that reducing the effectiveness of aircraft against cities and ground troops is a step in the right direction. Far too many games in 1.0 are dominated by players who simply build massive air armadas and bomb everything to bits. I've not tried commandos in 1.5, but I've never been a big fan of using them anyway.

Hello,

I want connect to 1,5 COW test map.

I am commander of

NO 311 CZECHOSLOVAK SQUADRON RAF

TOP 20 Alliance od COW.

Can somebody contact me here ?

Thank you

Ales B wrote:

I want connect to 1,5 COW test map.
The first round of CoW 1.5 test events started last week.

20 days left on that trial period.

Not sure when the next round will open.

@Ales B It is common event, maps were spawned from friday 19-11-08 till monday 19-11-11; you can not access this maps any more. event maps will closed after day 30 automatically. after some reballancing event version 1.5 test number 2 start again.

Hello F118, ok If you start Test 2. You write it here please ?

Second round test map will start on december 2019 ?

And is possible see what happens in test map round 1 ?

IT will be very good new feature for us :)

@Ales B im not from team, i say only what freezy said, that second try will follow, i don't know when.

CoW 1.5 Manpower (MP)

One thing I would change here is this.... Lower the Cap... but increase the Manpower Generation rate... I don't see the sense of having a 1,190,000 Manpower Cap when I'm generating 1,200 /h (on Day 9)

By lowering the Cap, you would benefit ACTIVE players who Spend their Manpower Frequently, and those who go inactive and come back 4 days later expecting to bank resources then do a bunch of stuff then... they would be hit with a MP cap.

Say for example a cap equal to what you could generate in 48 hours. If you go AI, no more MP is stored. Be active, and grow, fall asleep.. get overrun.

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

why is convoy stronger than battleships and destroyers. Convoy of 5 infantry in the sea destroyed 3 of my destroyers and 1 battleship thats impossible

Sherman Firefly wrote:

f118 wrote:

Somanta wrote:

-Unrealistic units: ... Comandos trained by Mr Bean? (the infantry level 4 is stronger in attack), the antiarplane units make the planes useless....
This change is one of most realistic changes in update: commandos never were supposed attack full infantry regimant on field. They have good Power now, but not enough strength for fight ordonance troop. It is realistic.
I agree that reducing the effectiveness of aircraft against cities and ground troops is a step in the right direction. Far too many games in 1.0 are dominated by players who simply build massive air armadas and bomb everything to bits. I've not tried commandos in 1.5, but I've never been a big fan of using them anyway.
Not trying to be nasty, but apparently you haven't tried to find a good answer vs users of the totally outdated Tac-attack-tactic. Many players already apply very effective counter measures and - with a balanced combined arms approach - shred the air force of those still relying on that old tactic .

In reality air force in 1.0 is only still effective vs fast land grabbing units, small (unprepared) ground forces, noobs and AI.

The even further down-grading of air force in Pokemon-CoW is totally unnecessary, but I personally don't mind, because I was not using it much anymore anyways since the update of Aug. 28th, 2018.

I do mind it, as just another example of the many misconceptions in Pokemon-CoW 1.5.

But then again, how can a game, resulting from a compromise between 2 good games (CoW and S1) be good, if it sports none of the attractions of either?

Gers79 wrote:

why is convoy stronger than battleships and destroyers. Convoy of 5 infantry in the sea destroyed 3 of my destroyers and 1 battleship thats impossible
I was wondering about this, I have seen similar things in my games.

Akulla3D wrote:

Gers79 wrote:

why is convoy stronger than battleships and destroyers. Convoy of 5 infantry in the sea destroyed 3 of my destroyers and 1 battleship thats impossible
I was wondering about this, I have seen similar things in my games.
Pretty sure Freezy already replied to that issue stating it's on the to do list to patch.

Geeee.... totally forgot my updates on the 1.5 test game I am in.

Day 10 now as Über-fantastic-unbeatable-Greater-than-Great Romania (but could have done the same with any country)

250 points, though didn't really do anything the past 2 days, except mopping up Polish properties, incl. its German conquests, on autopilot.

So, had I been interested enough, I would now also have owned neighbors like France, Italy and Ukraine, taking me to 350 points. also totally forgot to take Albania and rest of Greece.

Alas, I was not really drawn to play by this new game, because it is a bit predictable and monotonous: having to do the same things over and over with almost no variety and no choice.

- Take empty province (do nothing about it as it has nothing much to offer)

- Take resource province + make sure it does not rebel (though none did; maybe not necessary anymore?), but no need to construct anything (as if there is much choice of build; not...) if single resource

- Take industrial province + anti-revolt measures + build weapon factory or barrack or both for improving moral (feeling so wrong when I write that; what on earth do barracks and weapons factories have to do with moral???? Bollocks!! Not that it is very different from choosing to build Infra or Fortress, but it is totally unrealistic and thus unappealing)

The fighting is not interesting either. Have sufficient troops to not have to look. No Think-Tank required.

Honestly, as of day 6 - which is doubtful if it was really interesting but at least had some fights, but which I would anyway win, so maybe I should say as of day 5 - I am rather bored and just farming resources and building the same limited choice of buildings over and over and again.

As opposed to S1 - which sports many of the same mechanics, but offers different challenges - I have strong feeling I would never play a 2nd game of this. Ofc, since there is this big promise of changes in the 2nd test round, I might out of feeling of duty feel I have to. But otherwise? Nope. All way too simple.

Active players down to 6 of which 3 (incl. myself were already known to be active ones)

Oh, the resource issues, but they can be tweaked: boils down to grain as in the good old days of CoW and a added manpower problem. Even when owning the larger part of Europe. Oh well.

For most of the people in this thread, when Bytro does the next event-test, we should try to be online at the same time and join the same game. Setup a Discord group and coordinate starting then.

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