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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

If the changes towards building levels tied to researched unit levels are here to stay, why not get rid of research altogether at this point and make the buildings even more profound than they already are? If you cannot build let's say level 3 infantry at level 1 barracks anyway, why not make like 10 levels of barracks, ordonance factories and stuff which give you all the different units at different levels, like you get mech. infantry starting at barracks level 3, but only if you also have your tank factory at level 3 as well?

The balance is a complete mess anyway right now and since you want to change this game for reasons unknown, you might as well do something like this. You want to give the players more choices anyway, this would go along nicely.

But seriously, I just completed my 1.5 round and I must say, this feels iffy to put it mildly. Some things coming to mind right now:

ACs have been changed to be DEFENSIVE units while still being one of the fastest on plains, yet their description doesn't even match their newlyfound purpose, since they're not really that much faster than plain old infantry in forests/hills (36 kph vs 30 kph, the difference gets wider with each level of course, yet the gaps don't get too wide imho) so if you're really in need of quick defenses, you'd be force-marching your reinforements anyhow, am I right? And you wouldn't be relying on ACs only anyway, because if your enemy attacks with TDs or MTs, it'd be plain stupid to throw even more armor in there. I can't wrap my head around why the entire doctrine of the ACs has been put upside down.

LTs being terrible in defensive position same thing. Doesn't make sense. I just skipped them entirely and went for MTs since they're usable in any situation. I've seen an MT level 3 roll over 4 units (2 Inf, 1 AA, 1 LT, all level 1) and only losing a mere 14% of it's HP. The heavy armor makes them considerably more powerful.

Transport ships have become incredibly strong, a convoy of only 6 units with no escort could just sink a submarine of mine and severely damage two more without a lot of effort and with minimal losses, until my cruisers could rid me of this threat! 6 units turned my coastal defense into an emergency situation! 6! They're essentially free destroyers now, put enough troops together and watch them break through any kind of fleet! This diminishes the purpose of having a navy almost completely imho, since you'll get more milage by using them for shore bombardment, before the troops have a chance to turn into convois. That's just ridiculous! No wonder why everyone's praising the destroyers now for being able to damage units and buildings. (I just went for cruisers since they're still a compromise between destroyers and BBs, I was also the only player to have a navy at all)

ATs have quite low HP when compared to their armored opponents. They may have high numbers in defenses, yet because of their low HP their SBDE will diminish rapidly, making the battle much more even than it should be. I've seen an AT lose against an AC (on a plain, but still).

I may add some more points, but I can't think of more right now.

Cheers!

GaiusUltima wrote:

we want to continue with CoW 1.5 because we believe in it.
In my opinion, this is not the right decision - I would rather invest effort in building a good CoW 1.1.

But now that this is decided, I'll also focus on ideas how to improve 1.5.

First of all, about the improvements research does to units, I suggest the following:

damage vs grounddamage vs airHPspeedupgrade costsresearch costsSBDE limit
AA+200%+300%+25%+0%mediumlow4
artillery and AT+200%+25%+25%+0%mediumlow3
militia, infantry, commandos+200%+25%+25%+0%lowmedium3
mot. infantry+200%+25%+25%+50%mediummedium3
SPAA+150%+300%+75%+50%highhigh4
other armour+150%+25%+75%+50%highhigh3
fighters+300%+300%+0%+125%highhigh3
tactical bombers+300%+200%+25%+125%highhigh3
strategical bombers+300%+200%+50%+125%highhigh3

Explanation:

"damage vs ground/air": How much more damage does a unit of highest level do compared to a level 1 unit.

"HP": How much more HP does a unit of highest level have compared to a level 1 unit.

"speed": How much faster is a unit of highest level compared to a level 1 unit.

"upgrade costs": How much resources/money does it cost to upgrade a unit on the field. Note this is meant relative to the production costs - for example upgrading a heavy tank should cost more than upgrading a light tank.

"research costs": How much does it cost to research all levels of this unit.

"SBDE limit": How many units of this type (regardless of level) can be included in one stack without SBDE penalty.

Of course all values to be understood as a guideline - giving single units a slightly different progression would be OK.

Also somebody with very good historical knowledge may correct some of the values, but I'm convinced that everything far away from them wouldn't be realistic.

Having done the above, remove progression in production costs, production times and production facility requirements. Concerning the latter: Tank plant level 1 should be required for all light armour, level 2 for MT&TD, level 3 for heavy tanks - rather than higher building levels for higher research levels... and then of course same principle for other tech trees as well.

We'll then have

* Realistic units.

* Army compositions with broad variety of units thanks to SBDE counting per unit instead of looking at total stack size - see my argumentation in --> this post <--.

* No need to give dedicated offense/defense roles to units. Which is important, because these are neither good for realism, nor for gameplay. @Chimere already said all about this (good man :thumbup: ).

* An interesting unit/research tree in which it won't be easy for players to find a surefire-always-works approach as it can be found easily in CoW1.5. All units following an identical upgrade pattern would make them very boring and also take the strategic challenge away.

Also note that with the above progression values, each unit would have it's charme:

* Dragged units: Low research costs.

* Infantry: Low upgrade costs.

* Armour: Speed and HP progression, but also high upgrade and research costs.

* Airforce: Speed & range progression and a heavy damage output progression, but also high upgrade and research costs.

P.S.: I did not by mistake give airforce the most attractive progression - it should play a stronger role in late game than it does in early game... because that's the evolution that happened during 1932 to 1950.

I'm so hype and i'm waiting this soundback, i'm waiting it since soooo long !

French
Leader of the "French Strategists" 's Alliance
The win or nothing

SBDE for warplanes is meaningless, due to overlapping patrols.

No Navy in this version of CoW? Appropriate, since warships cannot fire on the move in CoW0.5

So I played 1 round of the Event game. While in general I like the added complexities of unit creation (you now have to do a ton of building upgrades as well. What frustrated me was the amount of complexity had increased to a point that I almost needed to have to take notes to play the game. So first comment: To complex, and I'm a pretty serious gamer.

Second complaint, it seemed like everytime I tried to do anything I was being asked to pay up in gold. That sucked. In fact, it leads me to believe that the main force behind the changes is coaxing a little more cash from players. In other words, I hate to see the game evolve to a point that only those who pay big can win a game.

In a nutshell, theres some very good changes. But I think what is still missing is the correct balance. Balance is everything. I'll try another game and see how it goes.

If I had never played COW, I would love COW 1.5. But at this point, I prefere COW.

WayneBo wrote:

SBDE for warplanes is meaningless, due to overlapping patrols.
??

If you split a stack of planes into two stacks patrolling over the same spot, they will receive two times defensive fire each 15 minutes from enemies within their patrol circle. While doing the same attack damage as the larger stack would have done... as long as the number of planes of specific type in that larger stack doesn't exceed the SBDE limit of (currently) 5 planes. So SBDE for planes makes an essential difference.

WayneBo wrote:

No Navy in this version of CoW?
Didn't have time so far to add them to my chart.

Regarding retiring a game.

Is there a specific day after which this option is available?

I'm in a V1.5 game with only three players (Day 17) and haven't seen the option to retire posted in the newspaper yet.

tia

wb

white bird wrote:

Regarding retiring a game.

Is there a specific day after which this option is available?

I'm in a V1.5 game with only three players (Day 17) and haven't seen the option to retire posted in the newspaper yet.

tia

Event games cannot be retired they play until the time limit is up or someone wins because 1.5 games are events games I'd assume they too would go until the time limit or someone wins the match
Dante Bugler1
Game Operator
EN Support Team | Bytro Labs Gmbh

Lennfys wrote:

I'm so hype and i'm waiting this soundback, i'm waiting it since soooo long !
That is not in this thread and you will not need to wait any further after Wednesday (Tomorrow) Updates.

Hans A. Pils wrote:

GaiusUltima wrote:

we want to continue with CoW 1.5 because we believe in it.
In my opinion, this is not the right decision - I would rather invest effort in building a good CoW 1.1.But now that this is decided, I'll also focus on ideas how to improve 1.5.
Yes! Exactly, you can put call of war 1.1 but not 1.5. It is named wrongly in the first place, it is a major change and it feels like that you are not even in the same game which does not even make 2.0 fit for this update. I know that Call of War 1.5 is really important to the developers and that you spend a lot of time on it, you have to understand what the players think after 22 pages of this thread. What I suggest is that you can make a new game out of it. Perhaps Call of War2 which will not be here. You can also make different parts of the game. You can have 1.5 live but not in all games, you will have twice the game with one portion 1.0 and other 1.5. I personally think that 1.5 is too big of the change and it changes the game itself which is really frustrating. Although some parts are pretty good but they can be counted as the Call of War "1.0"

Im playing the 1.5 Event & so far I like some of it Because it Makes it more Realistic , but like real life we should be able to Disband/Disassemble The lower lvl Units as we Lvl up our troops. Plus I think the Refueling times of Planes are way too long, They can be Overrun before they Refuel. I had one instance where my planes were taking over an hour to refuel?. Just some Suggestions as we move forward

Another thought on these lines that I believe would simplify some of the added complexities and costs is to allow more than 1 unit to be created at a time in a city. For example, I build a tank plant early in the game and produce tanks. Mid game I need to develop air power and build an air factory. At this point I have two factories but still can only build one unit. More realistic is to be able to produce a unit from each factory in the same city at the same time.

Balhog wrote:

Another thought on these lines that I believe would simplify some of the added complexities and costs is to allow more than 1 unit to be created at a time in a city. For example, I build a tank plant early in the game and produce tanks. Mid game I need to develop air power and build an air factory. At this point I have two factories but still can only build one unit. More realistic is to be able to produce a unit from each factory in the same city at the same time.
Agree 100% ... Perhaps in some of the larger urban centers (e.g. VP > 15) this should be allowed ... :thumbup:

Mid-game status report:

Nothing happened. We should be end-game by now, but nobody bothered to progress much. 216 points to go, but at this rate of progress, caused by lacking activity of otherwise active players, it will take another week.

Not that the coalition members don't have the manpower or that targets would pose a problem; seems like nobody is motivated to move his troops.

Myself? I went inactive again, for 3rd time I think. Something which never happens to me in COW 1.0.

STOP THE DUMBIFICATION in favor of P2W & fly-by phone players!
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Day 19: still leading the game. I’ve invested a little bit into building some level 1 tank factories just to produce closer to the front.

After reading a few more opinions on 1.5, I’ve realized today that not only have I gained and held 1st place by just spamming light tanks, but due to the fact I’ve not upgraded my factories, even though I’ve researched higher levels of the light tank.. I’m winning using level 1 light tanks. Can’t quite be sure if the issue is inexperienced opponents or if 1.5 has lost all reason to create any sort of tactic.

Any other 1.0 match I would have been completely destroyed using these tactics.

Save the goldfish! They need your help! Goldfish are trapped in small bowls all across the globe!

Zippofish wrote:

Day 19: still leading the game. I’ve invested a little bit into building some level 1 tank factories just to produce closer to the front.

After reading a few more opinions on 1.5, I’ve realized today that not only have I gained and held 1st place by just spamming light tanks, but due to the fact I’ve not upgraded my factories, even though I’ve researched higher levels of the light tank.. I’m winning using level 1 light tanks. Can’t quite be sure if the issue is inexperienced opponents or if 1.5 has lost all reason to create any sort of tactic.

Any other 1.0 match I would have been completely destroyed using these tactics.

A mixture of both.

V1.5 favours Infra/LT(Or AC)/Arty as the primary approach and trying to always be the defender.

Zippofish wrote:

Day 19: still leading the game. I’ve invested a little bit into building some level 1 tank factories just to produce closer to the front.

After reading a few more opinions on 1.5, I’ve realized today that not only have I gained and held 1st place by just spamming light tanks, but due to the fact I’ve not upgraded my factories, even though I’ve researched higher levels of the light tank.. I’m winning using level 1 light tanks. Can’t quite be sure if the issue is inexperienced opponents or if 1.5 has lost all reason to create any sort of tactic.

Any other 1.0 match I would have been completely destroyed using these tactics.

Im playing 4 maps of cow 1.5 and i meet several ppl that were spamming light tanks like you and crushed them all in the first 4 days.. so id say you just got lucky with bad opponents. Im also leading all the 4 maps with the simply strategy to keep doing the highest lvl of troop possibile with the given time and investing resources in few urban provinces.. but the game is so boring that i could actualy solo win all those maps but i dont really care i guess i will wait for the time to end.

CzarHelllios wrote:

Zippofish wrote:

Day 19: still leading the game. I’ve invested a little bit into building some level 1 tank factories just to produce closer to the front.

After reading a few more opinions on 1.5, I’ve realized today that not only have I gained and held 1st place by just spamming light tanks, but due to the fact I’ve not upgraded my factories, even though I’ve researched higher levels of the light tank.. I’m winning using level 1 light tanks. Can’t quite be sure if the issue is inexperienced opponents or if 1.5 has lost all reason to create any sort of tactic.

Any other 1.0 match I would have been completely destroyed using these tactics.

A mixture of both.

V1.5 favours Infra/LT(Or AC)/Arty as the primary approach and trying to always be the defender.

Ni. LT are absolutely terrible in 1.5 due to their awful defense and awful antiarmor performance.

Motorized Infantry is OP, and tank destroyers while not OP absolutely chews through LT.

I do not doubt that, but I’ve not had to build any other units than level 1 light tanks.

Save the goldfish! They need your help! Goldfish are trapped in small bowls all across the globe!

Hi,

I feel like the gold costs are out of wack, I think I remember a 10 minute rush costing a lot less like 100 which might be worth it. I feel 400 for a 10 min rush is to high, plus I have seen a lot of gold items to be 60 to 70 percent more than in the old system.

Thanks good luck.

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