For the record, the Germans produced units from their conquest (Czech Republic, but also Poland and France, I assume also Netherlands and Belgium but I am less sure) - and of course all countries recruited soldiers from their conquered territories.OneNutSquirrel wrote:
Factories in Captured TerritoryThis again is another thing that disturbs the order of what was WWII. All Sherman tanks made during WWII were made in USA (with one facility in Canada). NONE of them were ever built in cities and factories USA captured in France, Italy, Africa, Pacific. Not a one. All were built in North America.
So the concept of capturing facilities then making YOUR units elsewhere just doesn't belong in WWII history.
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
I play it as a strategy game of course but it is how realistic it is that I think makes this game great. The designers might not think it is a simulation game and I think maybe that might not be the right word too but I am sure this thing being realistic is what makes it fun.
No, we're not talking about an edge case. We're talking about the regular case "one of your core cities conquered".freezy wrote:
Yes, point taken, in this one case it will be easier in 1.0 to continue building troops than in 1.5. It is rather an edge case though (your enemy only conquering this one city and not any other resources provinces, you being out of resources already and the market or allies not providing any resources).
In CoW1.0 you lose:
* 25% of your unit production capacities (option to produce Militia in provinces without IC doesn't really count, because they need 36 hours production time without IC which equals to 300 food lost for having barracks level 1 activated).
* About 9% of your total resource income.
* About 33% of your income of the specific resource that can be found in that city.
In CoW1.5 you lose:
* 25% of your unit production capacities (same).
* About 20% of your total resource income.
* About 80% of your income of the specific resource that can be found in that city.
That's a significant difference. Even if you can take that city back, you will feel the shortage of that specific resource for one or two weeks, because you lost buildings and morale in it. In other words you're crippled for good. And previous speakers are right it's a flaw in gameplay. Take a core city from somebody else for a minute and he won't recover from that / you know you'll defeat him during the next week.
Is a dirty tactic and really doesn't resemble WW2, but some fantasy shooter action game.
Also nobody wants to wake up in the morning with a feeling of fear, because one of his cities might have been taken over night... which would mean he lost the game for sure and will make him feel the wish to abandon and archive it immediately.
Anyhow, this gameplay issue is only one of the reasons why we're asking you to revert the centralization of resources into urban provinces. More important reasons are:
* Realism. You said that urban provinces can be seen as the locations where raw materials are being processed. But processing raw materials is already represented by the resource production bonus that IC and (in CoW1.0) infrastructure give. Also there are enough villages, small and medium cities in the so-called rural provinces where raw materials were being processed. This did not exclusively happen in the four biggest metropolitan centres of a country. Even if that argument was valid, 90% of the players won't see it that way - intuitively you expect to get food mainly from large provinces with fertile plains or from coastal provinces where fishing can take place, oil from where the oil lies in the ground and not where the refinery stands, raw materials from some rural hill or mountain province. And if you play Poland, you expect your major steel province to be Krakow, not Warsaw. If you play Germany, you expect your major steel province to be Duisburg or Essen, not Munich, Hamburg or Berlin. And so on.
The metropolises make up only a part of the economic power of a country. The bigger part originates from all the medium and small cities and from all the villages. Translated into CoW language: The bigger part comes from the rural provinces.
* Less strategic decisions. In CoW1.0 you often had to think a lot which building to build at which priority in which province in order to improve your resource situation. Whereas in CoW1.5 you more or less have only one core province for each resource. So now you always know what to do. Level up IC in that province or leave it. It's a yes/no-decision now. Boring as hell and not satisfying.
* It's just ugly. How can you be proud of your empire if it's basically made up of only 4 provinces?
Fully agree with Hans. I would add one problem with the centralisation of resource : in attack or in defense, the game becomes about defending your 4 cities, the rest is just distance to cross, ie "strategic depth". The only difference between core and non-core is the 15% defense bonus if you still own the territory (significant indeed).
It means that I don't have arbitration between defending/attacking the cities and the province, if my opponent turtles (stockpile infantry in cities and put fortification), I can't have a strategy where I try to starve him or at least force him to sortie by taking his resources. I don't have those tense moment where for instance I need to defend/attack that specific chokehold because after that I know it is open country (for instance a province that connects to 3 or 4 new "enemy"/"core" provinces if conqureed).
With only 4 important provinces, I don't have to make strategic choice or bets in defense : I can easily "defend everything"
And this makes the game poorer. In my opinion, way poorer than any failure in balancing units you could have done in 1.5
I do want to see more historicall parts for this game. Because this game is more about violent and greedy and invade.
This game's history established on the unit pictures, 2D models, nation border, newspaper pictures. Anything else?
I was wondering why this game cant end up by successful diplomacy(without clear objective for each nation, only scores)? Maybe it's because this game is named as Call of War.
For example, Nazi Germany should declares war to Europe nations(depend on the year of that map) automatically after game started. Not declares war by players. If it is, it's a simulation. Not historical game. Give each faction clear goal. Once they achieved it. They(players) turn into AI(count as win game but loot less gold). Until the main goal, like Axis wins or Allies wins. End the game.
If they did make the game more realistic what would happen with atomic bomb and nuclear capabilities would only america get them.
Then how about we watch how the game goes and not control the country ourselves? Or you can read a history book and not lead a country.Atrax wrote:
If they did make the game more realistic what would happen with atomic bomb and nuclear capabilities would only america get them.
What do you mean.
What I suggested is to make game has right diplomacy and true style. Not just gain your power and take out the rest.Atrax wrote:
If they did make the game more realistic what would happen with atomic bomb and nuclear capabilities would only america get them.
By the way, it's possible that Nazi Germany make nuke before USA did.
Sorry I forgot that the germans were also working on the atomic bomb.
I mean that you make history not the real WWII. You are the one that determine who will win not the real history.Atrax wrote:
What do you mean.
Agree with your statement, @Ryan04px2025. Fix diplomatic courses or "missions" as described by @Tasmine could be nice in event maps or in one or two scenarios. But some scenarios should keep the competitive character with almost equal power/chances for every player at the start and full diplomatic freedom.
Anyhow this question is off-topic.
Ok, so I didn't really bother looking at all 29 pages... could someone tell me what's going on? I know there's such an update coming soon, but what are the details?
"Giving up is not an option in war, for it proves one's incapability and incompetence as a leader." - Me (Little Racoon)
This was an update a while ago where many things have changed. So how about look at the first few pages because it is all similar after that. Tell us what you have seen and I will fill you in