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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

DxC wrote:

CzarHelllios wrote:

Regular old style strategies of trying to build up Tacs to cover your territories isn't as viable, though it seems Shoot n Scoot/Artillery is a lot more viable. More Supremacy, less CoW applies here in general playstyle.
I'm using a similar but modified style relitive to normal game. Spamming arty like usual, instead of AA spamming AC. Also a fair amount of AT just in case. Sub spam taking out BBs. Spamming RRG, can't wait till they get there, lol.
I see. Resource shortages and Air nerfs, AC/AT/Art/Infa/Subs over Infa/LT/TAC/INT/DessieorSubs?. Definitely more viable and solid. Which funny enough, SP1914 was Infantry/AC/Artillery early game, with Battleship spam.

There seems to be a huge problem with ships doing damage to land units and cities. The ships seem to be able to do damage without being seen! Several cities and units start taking damage and I can't tell where it's coming from! Perhaps their range is too large? Or who knows?

naval gunfire is indeed very powerful in CoW 1.5

especially against buildings, which mostly have very small HP in CoW1.5

Yes, so if someone GOLDs a battleship on Day 2, and lays waste to your coastal cities...not much recourse. I already hate extensive GOLD users, and those games that result. Making it worse. Poor design mechanics.

I haven't really tested this yet, but by all appearances the way buildings get rebuilt after damage has been completely changed.

In status-quo CoW, if your L5 Industrial Complex lost some amount of hp it would be reduced to L4, and eventually L1 or less. To rebuild it you would need to pay for each upgrade and wait days for them to complete, again.

Now it looks like the IC will remain L5 all the way until it is completely destroyed, and can be rebuilt all the way from its last hp for less than the price of the L5 upgrade (i.e. much cheaper and faster to rebuild.)

I wouldn't call that a bad thing - To be determined I guess. The bad thing is that it seems next-to-impossible to capture any industrial buildings intact! They die much faster from assaulting/bombarding the garrison (even when they were undefended and you are driving in through the open gates) than they did in status-quo CoW. That makes your conquests tend to be rather useless as unit producers, unless the enemy had built his cities up fairly far. I think L3 buildings are likely to be captured intact, but unfortunately my rivals in this first game haven't seemed up to building those :P

I understand that the way units take damage and die has changed.

I have 12 Armour units, I'm attacking with TB's, They started with 1,720 HP at start, now they area down to 863.6 HP.

Not a single unit had been killed. I believe they will start dropping when under 50%...? This is not making much sense to me... As units got severely damaged, they would be merged into full strength units.

What this does with regard to healing, it leaves 12 units , with lots of damage where they can heal a significant portion of their damage.

While if the units were killed off and we had (as in 1.0) fewer units remaining with higher HP's... they would heal much less damage.

Is this idea of keeping units alive so they can keep healing intentional? Idea would be to have players pull damaged units back away from the front lines, heal them up, then bring them out to front again?

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

OneNutSquirrel wrote:

I believe they will start dropping when under 50%.
50% was the announced value. It is 10% on Sone, and I agree with OneNut,

it seems the unit count remains constant until 10% HP is reached.

WayneBo wrote:

So the initial loss of a grain city does not

necessarily mean defeat - but once again, inexperience on the

part of the rusher might be the bigger factor.

I disagree, it is the one resource that can not only cripple production/construction, but it's loss also means the demoralization of your military (infantry at the least, which what you start the game with). Attacker inexperience might save you, if they can't hold the province... otherwise, your done.
Killings my business, and business is good!

OneNutSquirrel wrote:

Not a single unit had been killed. I believe they will start dropping when under 50%...? This is not making much sense to me... As units got severely damaged, they would be merged into full strength units.
They don't die under 50%, more like 20%. This basically makes the stack on either side stronger/last longer, but it's a 30 minute tic and my impression is that battles do not take as long, but I haven't killed/seen a large stack yet. This, in particualar, isn't a defensive advantage as it can apply to both sides. Healing low health units is a factor, but not a major one.

CzarHelllios wrote:

I see. Resource shortages and Air nerfs, AC/AT/Art/Infa/Subs over Infa/LT/TAC/INT/DessieorSubs?. Definitely more viable and solid. Which funny enough, SP1914 was Infantry/AC/Artillery early game, with Battleship spam.
I have not had issues with resources from around day 3-4 on. Manpower is still the limiting factor but I can still keep troop production on 24/7 in my production provs and still have enough manpower to slip in a building and research. I do have an extremely healthy and large economy though and a typical country could have resource problems. I'm not making those units because of resource balance, I'm making them because they seem to be the best strategy. For resources I am shortest on iron from spamming ACs and subs, but haven't ran below need yet.

I've only played one 1.5 game, but based on this one data point, it seems you can produce a lot more units per day and that you have more resources overall and fewer resource limits than in 1.0.

CityOfAngels wrote:

DxC wrote:

An early rush is always a potential strategy in 1.5 and elsewhere. I would say in 1.5 it is more risky due to the defense advantage. Even if you take a city, you will end up weaker on average and the defender is in a better position to counter. The attack city early strategy was espoused by someone here, but that doesn't mean it works or that it is some kind of meta.
I understood the complaint to be that if someone makes a concerted blitz attack against your grain city there's really no good defense. Even if the attacker ends up in a mutual destruction pact, you're equally dead.

Fortunately it hasn't happened to me, so I haven't had to try to defend against it. :)

Not so much a "complaint" as an observation.

And unfortunately, a valid one. There is no need to go for an attack set on "overkill". It simply needs to be successful, and the city held. It is the key resource... you can't build anything without it and it will be demoralizing (unlike, say rare).

It would not be an unreasonable tactic to skip across an ocean (with those wonderful new transports) hit someone else's food, all without facing a direct counter attack. Have some arty along, and you can just pick off the counter attacks made with irreplaceable units (while you continue to ship over your own). Acknowledge the flaw and anticipate the attack by over-defending the food city... then who ever can anticipate that response just picks off all your other resources. Care neither way and just go for the traditional frontier defense... then you are out of place to defend any of your cities, and will get picked off piecemeal when you move to retake. Hunker down in your cities, knowing the world is a dangerous place, you might survive - but you won't win.

Killings my business, and business is good!

Alphared wrote:

And unfortunately, a valid one. There is no need to go for an attack set on "overkill". It simply needs to be successful, and the city held. It is the key resource... you can't build anything without it and it will be demoralizing (unlike, say rare).
That's true in 1.0 also. If you lose a city early you are hurting. Some may read these ideas and decide to try it but that doesn't make it a good idea, and I doubt it's gonna be what people tend to do.

DxC wrote:

Alphared wrote:

And unfortunately, a valid one. There is no need to go for an attack set on "overkill". It simply needs to be successful, and the city held. It is the key resource... you can't build anything without it and it will be demoralizing (unlike, say rare).
That's true in 1.0 also. If you lose a city early you are hurting. Some may read these ideas and decide to try it but that doesn't make it a good idea, and I doubt it's gonna be what people tend to do.
In 1.0 your resources are NOT tied to five provinces, they are spread out. I am not talking about hurting from resources being "picked off slowly", I am talking about not understanding the centralization flaw and it's repercussions. I know of at least three other players here with the right experience to have already figured the tactics on this out (and kept it to themselves) or would have shortly.

I point it out because it is another intentional bad design choice (no blame), or an unforeseen flaw in an update that is supposed to expand, not limit, valid tactics.

Game winners, WILL tend to do it - regardless of what others tend to do.

Killings my business, and business is good!

I'm seeing that the Unit Healing Rate has been increase to 25% of Damage on top of units not dying as fast.

My 12 Armour units were down to 477HP from 1720 HP, for total damage of 1,243HP

When unit was healed the 12 Armour were back up to 783.2 for a repair of 306HP.

306HP is 24.6% of the 1,243 HP Damage those units have taken so far.

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

Alphared wrote:

I am talking about not understanding the centralization flaw and it's repercussions
Alpha, you may be right that the consolidation of resource production could present an inbalanced vulterability to countries. The gist of my Devil's advocasy is that hypotheses are for testing, not defending, attacking, or promoting.

The mechanic now is so simple.

Defense: Make infantry level 4 and move them to strategic points in the maps (like in the Risk game), 2 or 3 aa, and 2 or 3 antitanks. Artillery if you can, no more than level 3.

Attack: make 2 or 3 megadivision with motorized infantry, level 2 or 3; tanks, level 3; and tanks destroyer, level 1 or 2.

Higher level, higher costs, so is better have these levels, but higher number of units.

12 or more units, 20 will be ideal.

Send them to your enemy, dont worry about the terrain, is irrelevant now. Air support? Irrelevant. Just make the biggest group of units you can do.

Dont think about the strategy, doesn't matter now, the important thing is who has the biggest number of units. Bye strategy. Is like Risk like I said before. I only miss the dice here.

Economy; if you have enough manpower improve your food province, forget the rest of them, is better inversion conquer territories, so make troops. Also the resources are so lineal...all the players the same...all the important resources in the cities...

***

I'm in one game, day 11, 250 points, the second one 110 points, I already finished 3 countries,human players: their troops literally crash against mine.

Sorry but for me is boring all this 1.5 thing

***

The only thing I like is that the cities are bigger than before, so you can make 2 defensive lines.

*****

PD. Excuse my mistakes in english.

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

Healing Unit HP Issue

So one of the aspects of the CoW 1.5 is to hit a bit more realism...

I've take an armoured unit down to 0.2% health...

( I couldn't find (didn't spend the time) a WWII example...) So the 1990 will have to suffice... The Following describes a USA Division heading to Iraq for the first war.

The USA's 1st Armoured Division on deployment to Iraq arrived with The division qualified 355 tanks and 300 Bradley crews ....division artillery howitzer section gunnery,...modified Vulcan... and qualified Stinger and Chaparral crews... Within two months 17,400 soldiers and 7,050 pieces of equipment were moved to Saudi Arabia for Operation Desert Shield/Storm

0.2% = 1 Tank....along with 35 soldiers and 14 pieces of equipment...

Does this still qualify as a Division? Should this be allowed to heal at 25% per day? Should 89 additional tanks appear along side that 1 at the Day end Tic? Does it seem reasonable that the 35 Remaining soldiers receive 4,350 Replacements? Or would they not just be folded into another Division long before it got to that point.

That unit was alive way to long.... It should never happen where a unit HEALs and by doing so Doubles in size. In this case it would have meant the unit received 12,428% Replacements to it's remaining size!

This seems very Counter-Productive... the Game is "Sped-Up"... then it's worth retreating units and letting them heal up for 3 days... and gaining 40% of it's health back. If the Stack is large enough... it's well worth healing rather than rebuilding from scratch (Healing is a 0 resource cost gain).... so now you're advancing... retreating... losing momentum...

It's just doesn't "FLOW" like is should...

Unless that was intended.... I'm just not seeing the relevance to reality.

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

DxC wrote:

Alphared wrote:

I am talking about not understanding the centralization flaw and it's repercussions
Alpha, you may be right that the consolidation of resource production could present an inbalanced vulterability to countries. The gist of my Devil's advocasy is that hypotheses are for testing, not defending, attacking, or promoting.
I assure you I understand the eccentricities of research language... I am not offering a "hypothesis", I am stating a "theoretical" reality.
Killings my business, and business is good!

when is the next COW 1.5 event?

DxC wrote:

OneNutSquirrel wrote:

Not a single unit had been killed. I believe they will start dropping when under 50%...? This is not making much sense to me... As units got severely damaged, they would be merged into full strength units.
They don't die under 50%, more like 20%. This basically makes the stack on either side stronger/last longer, but it's a 30 minute tic and my impression is that battles do not take as long, but I haven't killed/seen a large stack yet. This, in particualar, isn't a defensive advantage as it can apply to both sides. Healing low health units is a factor, but not a major one.
they "begin" to die after 50% hp reached, there is a chance to kill some units from stack with under 50% hp. Some times i killed 1 or 2 untis, sometimes not.

After reaching 20% they die qwicklier. After 10% almoast for sure.

And yes, it is realistic. Read more about ww2...

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