Do you mean gold @freezy?freezy wrote:
Plus, we are planning to implement functionality to upgrade your units on the map manually, in future versions.
Call of War 1.5 - Urban Provinces & New Buildings
Attention Generals!
We already mentioned that Call of War 1.5 brings major updates and changes to the game, which we will test in events. Today we will present you with the first details on these changes. Letβs start with the changes to buildings and to urban provinces!
Urban provinces are the industrial hearts of all states and we feel this should be represented in Call of War as well. With Call of War 1.5 urban provinces will be the only places where units and their respective production buildings can be built. Additionally resources and victory points will be concentrated in urban provinces for the most part. This will drastically increase the strategic importance of these provinces. To visualize this new importance urban provinces will occur bigger and more dominant on the map. In the first CoW1.5 event, which will take place on the 22 player map, all nations will also have the same amount of resources of each type, to give all players complete freedom in choosing the strategy they want to employ. This may change later on though.
But that is not all. Another change concerns the role of buildings in the game. Different unit classes, like tanks or airplanes, will now have their own production building. For that we will change roles of existing buildings and also add new buildings to the game. These buildings need to be upgraded to produce more advanced unit levels of the respective branch. Building effects will also be revised, and some buildings will only be buildable in urban provinces, while some only in rural provinces.
Although proper opinions can only be formed in a practical test we are already eager to hear your theoretical feedback. When you share your feedback it helps us a lot when you give us details on gameplay scenarios you experienced where you could imagine something works well or not so well. We will keep an eye on this and future forum threads to make Call of War 1.5 a great experience for all of us once the series of tests is over.
Next time we will give you more details on balancing and mechanics changes in Call of War 1.5.
Your Bytro Team
More details:
Urban province changes:
- Urbans contain 75% of all main resources.
- Each urban province of a player contains a different main resource.
- Urbans contain the same amount of each main resource.
- All victory points are located in urbans, 10 per province.
- Increased size of urbans on the map.
- Rural provinces produce mainly manpower and money.
Building changes:
- Removed the existing requirements for the Industrial Complex building, as all units have their very own production buildings.
- Renamed various buildings and changed their effects (see list below).
- Added several buildings (see list below).
- Changed costs of all buildings.
- Removed building upkeep costs.
- All buildings in urban provinces have 5 levels, except the Capitol with 1 level.
- All buildings in rural provinces have 3 levels.
- The Nuclear Reactor is removed from the game.
- As we are still testing the building changes, the icons and Art for buildings are not yet finalized and will be reworked later.
- Upgrading unit production buildings no longer gives a bonus to production speed, instead upgrading is needed to produce higher unit levels and to increase other bonuses.
- In the first Event all urban provinces start with a Tank Plant level 1, due to programming constraints. In later Events provinces start with no buildings.
- Production and research categories remain the same in the first Event, but will be expanded in later Events to give each production building its own production and research tab.
List of Buildings in urbans:
- Barracks - Produces all Infantry type units. Improves province morale slightly.
- Tank Plant - Produces all Tank type units. Improves province morale slightly.
- Ordnance Foundry - Produces all support units with usually bigger calibers, like artillery. Improves province morale slightly.
- Aircraft Factory - Produces all regular air type units. Improves province morale slightly. Allows aircraft to start or land and improves refueling times.
- Naval Base - Produces all Ship type units. Improves province morale slightly. Improves embarking and disembarking times.
- Secret Lab - Produces all Secret type units. Improves province morale slightly.
- Industry - Increase resource production, manpower production and money production.
- Bunkers - grants defense bonus to stationed armies.
- Capitol - Centre of a nation, used to calculate distance to provinces.
List of Buildings in rurals:
- Local Industry - Increase resource production, manpower production and money production.
- Fortifications - grants defense bonus to stationed armies.
- Infrastructure - Increases movement speed of all units traveling through the province, increases province morale.
- Airstrip - Allows aircraft to start or land and improves refueling times.
More details follow in the next Dev Diary.
79 Replies
LOL that is funny, I like jokes. It is a joke right?Rrred wrote:
Do you mean gold @freezy?freezy wrote:
Plus, we are planning to implement functionality to upgrade your units on the map manually, in future versions.
Which bring us right back to the question: WHY? Why all this?edfactor wrote:
LOL that is funny, I like jokes. It is a joke right?Rrred wrote:
Do you mean gold @freezy?freezy wrote:
Plus, we are planning to implement functionality to upgrade your units on the map manually, in future versions.
Innovation for the innovation?
Player retention?
Or .... ?
The answer I got was: "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."_Pontus_ wrote:
Which bring us right back to the question: WHY? Why all this?edfactor wrote:
LOL that is funny, I like jokes. It is a joke right?Rrred wrote:
Do you mean gold @freezy?freezy wrote:
Plus, we are planning to implement functionality to upgrade your units on the map manually, in future versions.Innovation for the innovation?
Player retention?
Or .... ?
Nope, not with gold. Just resources and time.Rrred wrote:
Do you mean gold @freezy?freezy wrote:
Plus, we are planning to implement functionality to upgrade your units on the map manually, in future versions.
Thanks for playing and giving feedback. Although units need every resource, they need much more of a certain resource than others. In regard of their main resource needs the units are still very diversified.edfactor wrote:
Ok having played 1.5 for a shirt time these are my first thoughts.I like the new buildings.
I do NOT like the new costs, it feels like you have made all of the resources the same. Every unit takes some of everything to be built. Resource homogeny is not a good idea in my mind; rare is no longer rare, oil is no longer oil - they might as well be resource X and Y.
Effectively players could have only 1 resource that being equal to their lowest resource available. An argument could be made that the market would be used to adjust peoples resource, but it is hard to see that working in the play test as the countries all have the same production. If a country had a low production of resource X then it would be hard pressed if it could not find more of that resource to purchase.
It is likely that not all players will go for allunits, resulting in them not needing all of their resources. This gives the opportunity for selling and buying on the market between players using different strategies.
At a 10% buying OR selling penalty - reducing the amount of money (which is already in short supply in 1.5) you have to do anything else.freezy wrote:
This gives the opportunity for selling and buying on the market between players using different strategies.
i really like the update, but i think that you should be able to produce units that you have researched higher version of in places were you can build the higher version, for example you need a level 1 tank plant to build a level one light tank, if you research a level two light tank and then build a level two tank plant (that which is needed for level 2 tank), you can't build a level one tank, which would be useful if you were stripped for cash and couldn't afford the level two but could level one and need the tank now, it would be useful and more realistic to be able to build anything you have researched even if it is outdated
This is a good idea, but it will make it too complicated.Bobvictorous wrote:
i really like the update, but i think that you should be able to produce units that you have researched higher version of in places were you can build the higher version, for example you need a level 1 tank plant to build a level one light tank, if you research a level two light tank and then build a level two tank plant (that which is needed for level 2 tank), you can't build a level one tank, which would be useful if you were stripped for cash and couldn't afford the level two but could level one and need the tank now, it would be useful and more realistic to be able to build anything you have researched even if it is outdated
Thanks Ryan... I think... Uhhhh... maybe...Ryan04px2025 wrote:
This is a good idea, but it will make it too complicated.Bobvictorous wrote:
i really like the update, but i think that you should be able to produce units that you have researched higher version of in places were you can build the higher version, for example you need a level 1 tank plant to build a level one light tank, if you research a level two light tank and then build a level two tank plant (that which is needed for level 2 tank), you can't build a level one tank, which would be useful if you were stripped for cash and couldn't afford the level two but could level one and need the tank now, it would be useful and more realistic to be able to build anything you have researched even if it is outdated

Is that as 'plat' as a 'platitude' can get?Rrred wrote:
The answer I got was: "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."
Love the contradiction though: game became a bit stagnant, thus we go for a complete change into something completely different in all aspects of the game....but we will keep the graphics, so you won't notice it.
I just miss the 'disclaimer' at the bottom, as they come with press releases of public companies. Long texts, but basically saying: all you read above may well be a lie.
I advice everybody who is really, really worried about the new course taken, to carefully read CzarHellios post on page 16 of Call of War 1.5: Mechanics & New Balancing (<<--click the link to jump there) in which he clarifies it is indeed over for CoW as we knew it.
Pokemon-CoW 1.5 is here to stay and the end of CoW apparently unavoidable.
Then why do you persist in spamming the forum with your vitriol? At some level you seem to actually give a damn, but that is so overshadowed by your pompous grandiosity that one is left with the impression it's more about you than anything else._Pontus_ wrote:
Pokemon-CoW 1.5 is here to stay and the end of CoW apparently unavoidable.
The word should have been 'persisted' if you had read my post carefully.DxC wrote:
Then why do you persist in spamming the forum with your vitriol? At some level you seem to actually give a damn, but that is so overshadowed by your pompous grandiosity that one is left with the impression it's more about you than anything else._Pontus_ wrote:
Pokemon-CoW 1.5 is here to stay and the end of CoW apparently unavoidable.
Anyways...it was not about me... It was about foreseeing the unnecessary mutilation of a great game and its replacement with a Kids-Game for Mobile.
It was about the shimmer of hope that riling up and rallying people might have some effect on Bytro.
But that hope is practically in vain and Czar's post virtually ended it.
So, if you think that anything else than 'vitriol' is in place, be my guest, though I doubt that, because - if I am not wrongly remembering the name - you were behind a number of detailed analysis' and XLS', detailing how to better understand and play S1914 and the real CoW.
And the fact that I took the trouble to over-and-over-and-again try and hammer it in, while so many old players (who must be seeing what is coming too) just shut-up, does not make for pompous or grandiosity: it makes for genuine frustration, fear and anger about the murder of CoW....
(but for sure also for a pretty much justified deep loathing for those 'blessed' individuals who never grasped the game nor really tried to nor ever attained a victory by other means than being the last active player, but do think that they are entitled to comment and when doing so, support the execution of the real CoW and even help to pull the trigger)
But I think I can let it rest now. As Czar indicates, the verdict has not been spoken yet, but it is already printed.
CoW will soon be gone; welcome Kids-game-for-mobile.
Rest in Peace, beloved CoW. I will miss you.
For the most part I agree with the update and it improves the game. However, to restrict the building option to only industrial centers makes this game basically the same as CON. Personally, I prefer COW because I have more options where and when I build things.
Also, overtime industrial centers expand out to other areas and in many ways industry=where the people are going. You dont want to have to pay a hundred dollars for a box of screws because the nearest factory is 300 miles away. as such, a new factory will pop up closer to produce these goods. For example, New Mexico grew during the manhatten project as all those scientists and their families moved in to work on the weapon. This also meant more industry, carpenters to build their housing, stores to feed them, etc.
Please for the love of god, do not restrict buildings and units to being built only in industrial centers aka cities.
after considering for a while, i think that the undistrial cities is a good idea, since you are usually not going to build tanks in th middle of kansas, the manpower for the factory is not there, but i believe that atleast militia should be able to be produced anywhere.
I never play v1.5 version. But for the part of division of buildings. I want to say something. It's actually a good idea. But some of secret lab units should belong to barrack, navel base, airport. Lab is the place to develop techs. Not produce.
Urban area consist 75% all kind of resources. It's very strange for the realistic part. Urban can produce food and oil?
If devs try to add tactic faction to building. I suggest you guys play Easytech games. They will give you some inspiration.
Maybe give infantry and militia the ability of build entrenchment, tunnel and anti-airborne fence? Since they are pretty useless if you have motorize units.
Is this 1.5 update still gonna happen officially? with all those new mechanics?
@PrussianKingWilhelm Probably but they will definitely change something as not everyone supports it
Currently the 1.5 features and new mechanics are only present in the specific event games marked 1.5, and are not integrated into the mainstream games at the present time.PrussianKingWilhelm wrote:
Is this 1.5 update still gonna happen officially? with all those new mechanics?
The next 1.5 event will start on February 28, 2020.
Regular games without the 1.5 features will also run at the same time.
There will likely be several more rounds of this event type testing before any significant changes are made to the mainstream games.
VorlonFCW
Retired from Bytro staff as of November 30, 2020.
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