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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

freezy wrote:

Alot of your opinions are based on assumptions, that don't really hold true when compared with years of data that we collected. Our marketing gets optimized alot, we do alot of analysis and have lots of different tests going on. Of course you can't know that if you don't know all the data we have. But rest assured that we always optimize. Sometimes marketing is also very counter intuitive, you wouldn't believe that campaign A performs much better than campaign B by just looking at it, but the data speaks a clear language. Oh and we definitely don't target 12 year olds, quite the contrary, our target audience and the majority of registrations we are getting are quite mature. Therefore it is really not needed to discuss marketing approaches in this thread and I kindly ask you to focus on 1.5 changes instead.
Appreciated (as in valued for what it is). I can't 'know' and only comment on my experience.

As for 1.5, I am again surrounded by, in majority, user names that indicate an player age not allowing for much maturity. This is further corroborated by what I see in their game-play. As said: that is what I see.

freezy wrote:

So you say giving out more resources would fix alot of issues in 1.5?
IMO that in itself would not make the game more interesting...

One of the nice things of the old CoW was that you had to work with various sets of resource situations and amend that by investing in (a certain) resource development and/or by planning your campaign towards obtaining certain resources.

And when investing there were several choices, ranging from Infra to IC to harbor or leveling up any of those, each with different positive or negative consequences.

This provided for a frequently changing approach to a map and thus for a challenge.

Since 1.5 is in early phases and (I hope) only for now all countries have the same (too limited) set of resources and cash income, I would hope for later iterations to bring back that challenge which the old CoW provided...

(...and to bring back meaningful diplomatic options, inter-player trades including troops, a lively market, multi-layered game-play, the wealth of options to choose from, and ... oh wait... there I go again about all that was lost)

On unit balancing of ACs:

In the old CoW you only quite recently - was it a year? maybe 1,5 years ago? - made ACs cool again.

The dimw... errrm.... vast majority of players ofc did not understand their usefulness before and still not after they finally got some buffs.

But even without the buffs, their speed is what made them a mighty little weapon, if applied correctly. It is not for nothing I have far more casualties in ACs compared to other troops; I built them a lot and, yes, they perished a lot..after doing their job.

Now, in 1.5... their fighting capabilities seem to have increased, but their speed is nothing very special compared to LT's. With that, their unique feature, the one thing that made them so useful and different from LTs, is gone.

IMO another impoverishment of the game-play options.

_Pontus_ wrote:

freezy wrote:

So you say giving out more resources would fix alot of issues in 1.5?
IMO that in itself would not make the game more interesting...

One of the nice things of the old CoW was that you had to work with various sets of resource situations and amend that by investing in (a certain) resource development and/or by planning your campaign towards obtaining certain resources.

And when investing there were several choices, ranging from Infra to IC to harbor or leveling up any of those, each with different positive or negative consequences.

This provided for a frequently changing approach to a map and thus for a challenge.

Since 1.5 is in early phases and (I hope) only for now all countries have the same (too limited) set of resources and cash income, I would hope for later iterations to bring back that challenge which the old CoW provided...

(...and to bring back meaningful diplomatic options, inter-player trades including troops, a lively market, multi-layered game-play, the wealth of options to choose from, and ... oh wait... there I go again about all that was lost)

well its not that deep as you wanna make it appear.. yeah in cow in order to make more res you had priorities like infrastructure ,IC and harbor whatever but thats just bringing more longevity to cow and in COW 1.5 they got all in 1 structure which give short life for the game because in 5 or 7 days you have already +100% resources on at least 1 province ( if you focus 1 resource type) and thats it.. In cow there were matchs that could last months in battling and raising economy that gave longevity to the matchs but in Cow 1.5 i believe its more easy ,short, and maybe with more action ( if we got the resources ) duo to no morale penalty

Im not saying Cow 1.5 is bad in that sense but its has not the longevity of cow but i believe they can work around that and change something about provinces .

i like the idea of all nations starts thr with same resources but in order to make war we must have a reason to do it so i would increase the resources you can get from conquered provinces.

Also i would restore the +10% morale for getting a capital and the CASH !!

_Pontus_ wrote:

CityOfAngels wrote:

But the exploits I'm talking about are like 'cheat codes', hacking the game to throw all that strategy stuff out the window.
Well, that is something else. And I am glad I do not know them, so I can't even be tempted.Anything that has to do with truly cheating your way to victory is low and users of such hacks are of equally low character.

On a side note: My dug in artillery always performed well though....

Are you familiar with artillery 'shoot and scoot' though?

If I'm attacking your fortified artillery with mine, you will never get the chance to shoot unless you sit staring at the screen as I approach and give your gunners an attack command at exactly the moment I come into range. If you are 2 seconds late clicking, or have a little lag in your connection, I will get away. If you do it successfully once I'll see it, and the next time I come I will probably stop just out of range and wait for 5 or 10 minutes before closing the distance. Don't blink! ;)

Then I will march my artillery away for half an hour, and a half hour return trip, ready for the next 'tick'. Despite only being in firing range for 5 seconds or less per hour, I will do just as much damage as if I was parked there the whole time firing away. And you probably won't do any damage at all, despite presumably having your gunners sitting watching with their fingers on the trigger as my limbered artillery column moves into place. As a war aficionado, the whole thing just makes me grind my teeth with frustration!

Anyway, we are getting off the topic of v1.5 - I'm glad to hear Freezy mention that the Devs at least have an inkling that some of these exploits are bad - Especially the 'can't defend allied fort' one.

_Pontus_ wrote:

On unit balancing of ACs:

In the old CoW you only quite recently - was it a year? maybe 1,5 years ago? - made ACs cool again.

The dimw... errrm.... vast majority of players ofc did not understand their usefulness before and still not after they finally got some buffs.

But even without the buffs, their speed is what made them a mighty little weapon, if applied correctly. It is not for nothing I have far more casualties in ACs compared to other troops; I built them a lot and, yes, they perished a lot..after doing their job.

Now, in 1.5... their fighting capabilities seem to have increased, but their speed is nothing very special compared to LT's. With that, their unique feature, the one thing that made them so useful and different from LTs, is gone.

IMO another impoverishment of the game-play options.

But ACs are now probably the best (practically only) way to prevent your cities from being 'ninjaed' by stealth commandos! (Because of their high defense value even compared to LTs and MTs, and stealth detection at L3... Which of course makes absolutely no real-world sense.) :P

Imagine investing the massive amount of resources it takes to build 5 L3 ACs, just so you can station them in all your cities just in case someone attacks you with commandos some day, as unlikely as that probably is on a random map.

CityOfAngels wrote:

Are you familiar with artillery 'shoot and scoot' though?
Yes, it was - to my best possible recollection of events - last used successfully against me in S1914, so that is quite a while ago, and I literally was still a noob, despite ranking 500 at the end.

As far as I remember I started using ACs a lot in combination with Arty (for several reasons) as soon as I was in CoW and if I am right, my Arty fires automatically at any troops of any nation I am at war with, as soon as they are in sight.

So, maybe having ACs parked with my Arty prevented this from being a successful tactic/exploit against me, simply because of the increased vision of my Artillery?

Or maybe that in combination with HC and my Arty on Agressive?

I have not extended my HC now, after it recently expired after the first batch of BAD CHANGES (to market, diplo and HC fire settings), so I can't test it fully under the current circumstances.

However, if it is due to the increased vision range (w/o the combi of HC setting Agressive for the Arty), then I could indeed possibly still call it an exploit, but hardly a hack, since there apparently is an effective counter measure, basically making it a (anti-noob or anti-AI) guerrilla tactic, being useless against any player that knows just that little bit more.

But maybe I am wrong about this one.

Nevertheless, if I am right, it is the same as I refuse to call the air force def-tick use an exploit or a hack, despite it always having been used to my disadvantage, because I blink too often....

Micromanaging your troops equals applying acquired knowledge with the willingness to make the (rather extreme) effort, which equals winning by commitment and dedication. That is not an exploit or a hack, but the logical reward for doing so.

The opponent, having counter measures at hand, but not applying them, thus deserves the loss.

IMO it is like: "Heck, I put my plane on auto-pilot during the dog-fight, laid back and took a nap. And then that b@stard got me, because he did not put his plane on auto-pilot like I did! UNFAIR!"...

"If it ain't broke, don't break it." Devs, you done broke the game with 1.5. You created an entirely different game with a gigantic manpower bottleneck besides other awful decisions. Please, just create a new game called BTSaMCTCoW 1942 = "Bigger time sink and more complicated than Call of War 1942". TWO HUGE THUMBS DOWN!

Let me correct something as well =

Changed nearly all values, costs, bonuses and build speeds of all units, buildings and researches. There, now your original post is factual.

_Pontus_ wrote:

CityOfAngels wrote:

Are you familiar with artillery 'shoot and scoot' though?
Yes, it was - to my best possible recollection of events - last used successfully against me in S1914, so that is quite a while ago, and I literally was still a noob, despite ranking 500 at the end.As far as I remember I started using ACs a lot in combination with Arty (for several reasons) as soon as I was in CoW and if I am right, my Arty fires automatically at any troops of any nation I am at war with, as soon as they are in sight.

So, maybe having ACs parked with my Arty prevented this from being a successful tactic/exploit against me, simply because of the increased vision of my Artillery?

Or maybe that in combination with HC and my Arty on Agressive?

Nope. None of that helps. (AC extended vision can help with a different problem, but that at least kindof makes sense.)

The problem is that when the attacker's arti moves into range, yours will wait two minutes (!) before shooting at them. The attacker of course attacks immediately, then can 'scoot' away before the defenders think to shoot back. And in 5 seconds the attacking artillery (being hauled behind trucks or horses mind you) does an hour's worth of damage, which part I've sortof gotten used to, but that's clearly ridiculously unrealistic too.

Missing Building

Infrastructure Increases land unit movement speed through the province where it is built. There is no building that provides the same benefit to CITY provinces.

This movement bonus should be added to the Industry building available in City provinces, unless this was an intentional omission, normally roads would improve the closer they were to cities.

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

C88 wrote:

Also i would restore the +10% morale for getting a capital and the CASH !!
That is isn't gone...I believe. Took a capital while not at the screen, but when I returned all smoking provinces did no longer bellow smoke and I had a lot more cash to spend.

CityOfAngels wrote:

Nope. None of that helps. (AC extended vision can help with a different problem, but that at least kindof makes sense.)

The problem is that when the attacker's arti moves into range, yours will wait two minutes (!) before shooting at them. The attacker of course attacks immediately, then can 'scoot' away before the defenders think to shoot back. And in 5 seconds the attacking artillery (being hauled behind trucks or horses mind you) does an hour's worth of damage, which part I've sortof gotten used to, but that's clearly ridiculously unrealistic too.

So, basically, as long as the distance from becoming visible to getting into shooting range exceeds 2 minutes, it would work... i.e. like in mountains and/or the artillery having to move through enemy terrain, cutting their speed down.

I would really like to test that some day; to see if Arty can cross that distance from becoming visible to firing range in 2 minutes. 2 minutes doesn't make for too much of a distance for Artillery.

Ofc, all in all, it remains a somewhat silly mechanic; both that the arty does an hours worth of damage in a few seconds, as well as that it takes 2 minutes for well prepared defenders to start firing at an approaching enemy.

CityOfAngels wrote:

_Pontus_ wrote:

CityOfAngels wrote:

Are you familiar with artillery 'shoot and scoot' though?
Yes, it was - to my best possible recollection of events - last used successfully against me in S1914, so that is quite a while ago, and I literally was still a noob, despite ranking 500 at the end.As far as I remember I started using ACs a lot in combination with Arty (for several reasons) as soon as I was in CoW and if I am right, my Arty fires automatically at any troops of any nation I am at war with, as soon as they are in sight.

So, maybe having ACs parked with my Arty prevented this from being a successful tactic/exploit against me, simply because of the increased vision of my Artillery?

Or maybe that in combination with HC and my Arty on Agressive?

Nope. None of that helps. (AC extended vision can help with a different problem, but that at least kindof makes sense.)

The problem is that when the attacker's arti moves into range, yours will wait two minutes (!) before shooting at them. The attacker of course attacks immediately, then can 'scoot' away before the defenders think to shoot back. And in 5 seconds the attacking artillery (being hauled behind trucks or horses mind you) does an hour's worth of damage, which part I've sortof gotten used to, but that's clearly ridiculously unrealistic too.

A mixture betwen Shoot n Scoot, the splitting one, tele, and a few others makes for a very...interesting game.

CzarHelllios wrote:

A mixture betwen Shoot n Scoot, the splitting one, tele, and a few others makes for a very...interesting game.
As long as it boils down to Micromanaging your troops better, which equals applying acquired knowledge with the willingness to make the (rather extreme) effort, which thus equals winning by commitment and dedication.

That is not winning by an exploit or a hack, but makes winning the logical reward for the effort made.

As for the tele, I suppose you mean the 'jumping' to a fixed/still standing point, which used to span a distance of some 7 to 10 minutes in the far gone past, but is practically not interesting anymore after the patches which reduced it to a very small distance?

I used to consider that 'extreme dedication', which represented all faster units helping to push or tow the arty :))

Anyone willing to make that effort for an hour (pffff....) deserves that speed bonus, because he virtually really was pushing the slow unit with his bare finger tips along the screen.

But we are drifting from commenting on 1.5 and how it is so much worse than good ol' CoW.

CzarHelllios wrote:

CityOfAngels wrote:

_Pontus_ wrote:

CityOfAngels wrote:

...
A mixture betwen Shoot n Scoot, the splitting one, tele, and a few others makes for a very...interesting game.
Ooo - How did I forget about 'warping' the last few minutes to win a race to some objective? Yes, that definitely belongs on the list. "Beam me up, Scotty!" (And the rest of the 5th Panzer Division while you're at it please!) ;)

Back to 1.5:

day 4;

eating up all conquest by my next neighbor; player name indicates a teenage player, but he is still active.

the latter cannot be said of 12 players out of 21; these have already gone inactive; nothing changed in that respect.

if the efforts made - completely turning CoW into a new game - were made in an attempt to increase player retention and make it more attractive to the teenage mobile "I want it all! I want it now!" generation, then this does not bode well for the future.

_Pontus_ wrote:

As long as it boils down to Micromanaging your troops better,
We play RTS and not action klicker. Wasting real time is not taktik nor skill.

Thank you very much for doing your job. Slowly i begin like version 1.5, If it mean at least one advantage slowdowned.

Im out of this conversation.

Good luck. Please, recruit more players who will change their mind from bad to good new version 1.5

Last Warrior wrote:

_Pontus_ wrote:

As long as it boils down to Micromanaging your troops better,
We play RTS and not action klicker. Wasting real time is not taktik nor skill.
I have had games vs very good players where days on end I could play on autopilot, until they became my neighbor. This either put me on their menu or them on mine.

Logically battle ensues and you find out your opponent actually has skill and...dangerously much time.

Suddenly the slow CoW game turns into close quarters battle mode and now survival of your troops or victory in a battle is no longer determined by hour-long artillery barrages from a safe distance on an incapable or absent player or predictable AI... Suddenly it is your personal skill and effort, using all your gathered knowledge, that will make the difference...

If that were never the case, why play?

If everything in a battle is predictable, why play?

But, hey...yeah...whatever, suddenly, for some, it is no longer a good game. No problem, but don't complain when suffering the consequences of not using the counter measures you equally have at hand.

Simple enough: either fight it out on the sharp edge of the knife, applying all your available time and knowledge or you don't, by choice or forced by time-constraints.

RTS, action-clicker (as if CoW ever...), whatever... someone will win that battle and I prefer it to be me.

And sometimes it can't be me, because I have to go somewhere or have visitors or even have to sleep.

So be it.

Absent commanders rarely win battles vs skilled commanders actively commanding their troops.

Cheat? No, absolutely not.

Bad luck? Yes.

Can't recover from that bad luck? Next game!

Complain about the dedication and skill of my opponent? Never! That is like whining about gold use...

Learn to lose with grace ffs! That is part of life too.

freezy wrote:

The game became a bit stagnant while the market is changing. Changes need to be made to ensure a continuous growth path and support for years to come.
The game = the number of new players? The retention of new players? The overall number of players? The $ spent on the game?

If it is new players, there has been enough said about Bytro's marketing. You could win a lot here.

If it is the retention of new players, make a (much better) tutorial, which was already suggested > year ago.

Another feedback from a player that started just 2 months ago playing.

The things that for me are a big plus for the game are:

-The new buildings and the new province system. Is easier to manage the different production of resources and units. Plus, I don't have to worry that my neighbor will spam armored car in a rural province near my border.

-The distinction between light armored and heavy armored. So I don't have to worry about a army of 5 armored car and 1 medium tank against my army of medium tanks to be obliterated.

-The new research tree is also a big update for me. The use of only money and manpower is perfect. No more enormous cost of food for improve my tanks or navy. But it has a issue. As someone else suggested, for the nuclear update is better to put also a cost in rare materials or we will have everyone spamming nuclear bombs and that is not even historically accurate).

Regarding the things that for me are to be improved or changed right now, instead:

-The use of every resource for produce the units and build the structures. I know you dev said that is more historically accurate and real. But this is still a game, so something that is suppose to be fun and that you do in your spare time to relax, and this new change is just useless. It is complex and difficult to organize your strategy with all these materials requirement. The old system was better, you know that for a antitank you don't need oil or food, you know that if you are without food and with few unit of materials is better to build tanks and not infantry. Same with the buildings.

Plus, with just few different materials needed it is easier to individuate the most needed material for a specific unit or buildings (if I have few unit of oil I will not going to build infrastructures). This for me is the MAIN issue with the new update.

-Same thing for the daily upkeep. Too complex to even stay there trying to base a strategy on that.

-As I have already said before. Research tree fantastic and easy to manage, but necessary to have a more costly upgrade for the nuclear part.

Also I like a lot that the unit will not automatically improve after the research is completed, but I would like an option to upgrade all the existing units to the last level (it can cost a lot of different resources and even have a parallel cost in gold). Because if someone as a big empire it will be very difficult to manage the units if you have a lot of mixed level units.

Hope to see more improvement on the update the massive amount of feedback that you received. And thank you for still working on the game :thumbsup:

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