Ya I once built max level industries in all my core provinces in a game as New Zealand and my manpower production went up to +1200/h, but it still was only just enough.Nn gg wrote:
Yeah... somehow i get 700/h in my match...
CoW balancing changelog - 2020-07-14
Greetings Generals,
please take a moment to read the following list of balancing changes. Unless stated otherwise these changes are only available in new game rounds of Call of War 1.5, which are created after this update. This guarantees that most ongoing military operations or strategies in older rounds are not influenced.
There are also some changes which affect CoW 1.5 and even CoW 1.0 game rounds started before this update, such changes are marked accordingly in the list.
These changes only affect CoW1.5 games created after the update:
Doctrines:
These changes intend to make the doctrines better balanced.
- Allies
- Decreased the general buff for reduced research costs and times from 30% to 25%
- Added buff for reduced unit upgrade costs and times of 20%
- Comintern
- Increased the general buff for reduced upkeep costs from 20% to 25%
Buildings:
These changes intend to make higher level fortifications more worthwhile and to give additional means to improve province morale via Infrastructure.
- Fortifications and Bunkers: Now hide units beginning on level 3.
- Infrastructure:
- changed province morale gain from 5%/12%/20% to 8%/18%/30%
- Increased costs slightly to make up for the increased effectiveness
Units:
Stealth overhaul:
These changes intend to make the stealth & scout gameplay deeper, by providing additional opportunities to set traps and ambushes, and by also making the revealing of land and sea based stealth units more logical.
- Stealth:
- Militia: Is now hidden in forest, hills, mountain and urban terrain.
- Paratrooper (Infantry
Is now hidden in forest and hills. - Anti Tank: Is now hidden in forest, hills and urban terrain.
- Tank Destroyer: Is now hidden in forest and hills.
- Submarine: Keeps its current stealth capabilities.
- Commandos: Keeps its current stealth capabilities.
- Scout:
- Armored Car: Now reveals hidden units already on level 1, but doesnβt reveal Submarines anymore. Can now also reveal troops hidden inside higher level fortifications/bunkers.
- Motorized Infantry: Now reveals hidden units already on level 1, but doesnβt reveal Submarines anymore. Can now also reveal troops hidden inside higher level fortifications/bunkers.
- Naval Bomber: Does not reveal hidden land units anymore.
- Interceptor: Does not reveal Submarines anymore. Can now also reveal troops hidden inside higher level fortifications/bunkers.
- Destroyer: Now reveals Submarines.
These changes intend to improve some slight unit imbalances. They also adress changed unit capabilities due to reworked stealth and scout features.
- Tank Destroyer: Increased costs slightly. Lowered terrain bonus in Plains from 50% to 25% and added terrain bonus in forests and hills of 25%.
- Militia: Increased costs slightly.
- Submarine: Increased damage slightly and decreased costs slightly. Also added small damage values vs. land units to prevent nearly endless battles in some rare occasions.
- Destroyer: Decreased its view range by ~30%. Decreased damage vs. Submarines slightly and increased costs slightly.
- Aircraft Carrier: Added small damage values vs. land units to prevent nearly endless battles in some rare occasions.
- Aircraft Transport: Removed damage values against ships and submarines as workaround for a particular bug where airplane transports appear on sea.
- Interceptor: Slightly decreased damage vs. ground units.
- Railroad Gun: Decreased damage and hitpoints slightly.
Mechanics:
These changes intend to give more value to morale management by adding build time modifiers based on province morale. They also intend to make morale management more consistent, which was too easy in core provinces and sometimes too hard in far-off provinces. We also made adjustments to the revolt threshold to better line up with player expectations. Additionally we slightly shortened the amount of Victory Points needed to win in order to shorten the long drag at the end of game rounds when they are basically already decided.
- Decrease maximum capital distance morale penalty from -60 to -30
- Added Expansion factor morale penalty:
- Starting at 0 penalty when conquering provinces that amount to 1 nation (slight variations depending on the map size), goes up to -35 penalty when owning ~45% of all provinces on the map.
- Added morale based production & construction times:
- With lowering province morale also build times of units and buildings increase. Value examples:
- Starts at +0% when below 80% morale
- Maximizes at +900% when at 0% morale
- Is at +162% when at 25% morale
- Lowered victory thresholds:
- 65% for coalition & team win instead of 70%
- 45% for solo win instead of 51% (if more than 1 player reaches it, the player with more points wins)
- Reduced army strength needed to suppress a revolt:
- CoW1.5: For a province with 25% morale an army strength of 10 is needed to suppress the revolt completely (was unintentionally higher before)
- CoW1.0: For a province with 25% morale an army strength of 6 is needed to suppress the revolt completely (was unintentionally higher before)
- Reduced revolt chances:
- A province at 25% morale with no garrison troops now has a 19% chance to revolt instead of 24%.
- A province now only has a revolt chance when its morale is lower than 31% instead of 33%AI now starts to act earlier in "starts when full" Event games
Interface:
This change applies to all CoW1.5 rounds (old and new
- Added an info button to the army bar on desktop and mobile. By clicking it you can open a popup that provides alot of useful information on the army size limit, on the army's damage potential and damage efficiency (including current damage values), damage distribution and protection. Check it out if you want to know how much damage your army may do or receive!
Post a Reply
Please log in to post a reply.
93 Replies
Nice discussion on Industry and Local Industry. We want both buildings to be worthwhile of course, and right know I would say they are also balanced in that way.
Not necessarily, the other player could have seen the anti tank also by making use of espionage. Or he was bombing the city in general without knowing that the anti tank was there. So hard to make an essessment with these infos if there was a bug or not. But you can always send a bug report ingame and our support team will have a look.El Cazador wrote:
there was a stealth anti-tank in an urban province, the blind saw the unit (new map, speed event 6), and then sent 10 tacticians to shoot down the anti-tank. But it turned out that my tactics led to damage to the tank, as the unit did not undergo any changes. It was when an idea to attack directly, and then it was like the anti-tank. Would that be a bug?
yeah I got 700/h for almost every province got industry/local industry in greater RomaniaRiverWolf74 wrote:
Ya I once built max level industries in all my core provinces in a game as New Zealand and my manpower production went up to +1200/h, but it still was only just enough.Nn gg wrote:
Yeah... somehow i get 700/h in my match...
I had so much money and couldnβt decide what to do with itNn gg wrote:
yeah I got 700/h for almost every province got industry/local industry in greater RomaniaRiverWolf74 wrote:
Ya I once built max level industries in all my core provinces in a game as New Zealand and my manpower production went up to +1200/h, but it still was only just enough.Nn gg wrote:
Yeah... somehow i get 700/h in my match...

Ok sounds good!freezy wrote:
No, that's internal only, sorry. Maybe we will publish some selected and curated stats in the future. But as I said, the wins per Doctrine are reasonably close to each other with some fluctuations here and there. It also depends on the map and if its a coalition win or solo win.UNSC_Scerbs wrote:
Is there a way for players to see?freezy wrote:
Well we have a graph that shows us the wins per faction, and right now it is pretty balanced. We will keep monitoring it.
By the way, I am curious: Did anyone of you already play a game with the new balancing, that was released mid of July? Only rounds after that date have the new balancing.
I would like to hear some impressions on the changes, especially regarding the new stealth/scout units, morale based production time and the expansion factor.
Also do you think there currently is still a unit in the game with is far too powerful for its price and unlock date, or far too weak? If so please also describe your reasoning.
I really like the Stealth ability on militias, they are like cheap commandos now
I have joined two games with the new balancing changes released recently. 1 is a 22p map, the other a world game. I definitely like the new changes. Destroyers have become much more powerful now that they can spot submarines, and now I mainly use submarines only to sink unguarded transports. The addition of stealth capabilities for anti tanks has been very helpful in setting up ambushes. Also, I have found armored cars and mot. infantry much more useful than before. Overall, I donβt think that anything is too weak or overpowered.freezy wrote:
By the way, I am curious: Did anyone of you already play a game with the new balancing, that was released mid of July? Only rounds after that date have the new balancing.I would like to hear some impressions on the changes, especially regarding the new stealth/scout units, morale based production time and the expansion factor.
Also do you think there currently is still a unit in the game with is far too powerful for its price and unlock date, or far too weak? If so please also describe your reasoning.
As for the new morale based changes, they added another layer of realism to the game and now it seems that morale management has become a more important part of gameplay.
I love the new changes.
When are we getting a unit icon update it's been a while since the last one
Freezy
First I want to congratulate you for the great and beautiful work you are doing. I'm loving every update that they do in 1.5 and keep it up, they are perfect there is nothing to complain about. Of course, over time it will balance things out. The only thing that intrigues me is about the life of the units. I spend days and days with them in a protected place to recover their HP, but they are still damaged. Is there no possibility for you to create a "hospital" building to house your troops to recover their energy? Because with the skills of the units I produce, I need to leave them unusable to recover energy, or use them until I die, it would cost me more money to produce, as the hospital recovered faster and could return to war!
Thats has been suggested before.El Patron - wrote:
Freezy
First I want to congratulate you for the great and beautiful work you are doing. I'm loving every update that they do in 1.5 and keep it up, they are perfect there is nothing to complain about. Of course, over time it will balance things out. The only thing that intrigues me is about the life of the units. I spend days and days with them in a protected place to recover their HP, but they are still damaged. Is there no possibility for you to create a "hospital" building to house your troops to recover their energy? Because with the skills of the units I produce, I need to leave them unusable to recover energy, or use them until I die, it would cost me more money to produce, as the hospital recovered faster and could return to war!
Do you think I don't know?
anti-tank units are in trouble in the mountains. They are not being sneaky.
One thing I hated was that, destroying a scout unit, it doesn't make sense, in the second war, these ships were sunk by submarine. But now, if the player sees the destroyer, it can be 1 destroyer level 1 komintern against 10 submarine level 4 of the axis, even so the submarine is useless. This afternoon it happened that I am an axle and the guy manages to escape with the fleet of battleships calm and shooting at my submarines that I am trying to catch, I will never catch, even in forced march, since both are in forced march. That is why I think that the submarine unit of the axis doctrine is simply not useful!
THEME REVIEW ASIAN
having just about finished with my first experience with the Asian theme I have to say I like it over the others for the following reason which may not have been intended:
The increased visibility means that airpower on Patrol has a far far greater ground coverage than anyone else. This allows for more attacks on passing through units as well as identifications of stealth units etc.
The increase speed is important as well in doing raids with scout cars and the long distance hauls across the Pacific or other waters.
The reduction in Hit points is not that significant because of the increase in sighting allows you to avoid unfavorable attacks if you happen to be on line a lot.
MANPOWER INFANTRY AND MILITIA
Continuing with the multiple 1.5 beta tests there is still a manpower shortage and that again hurts the employment of infantry and militia units. Infantry was the backbone of most armies in this period yet looking at the units that are around at the end they are very very small minority. I believe a lot of this is because the cost effectiveness relative to the manpower costs and the maintenance.
I would suggest that Manpower costs be reduced by 33-45% for both militia and infantry and that would allow for greater employment of the units as a viable alternative to other forms of weapon systems.
To increase the projected labor force, it is enough to build the local industry in provinces without resources, as they produce or double the labor force than any other province.
Currently day 13 on a 100 map with the new changes. Have been fighting an alliance vs alliance challenge so been busy doing that so not writing here. Once that game is over (for those who care we are smashing them, 2 nations down for enemy 0 down for us) I will be writing more in-depth on the new changes.freezy wrote:
By the way, I am curious: Did anyone of you already play a game with the new balancing, that was released mid of July? Only rounds after that date have the new balancing.I would like to hear some impressions on the changes, especially regarding the new stealth/scout units, morale based production time and the expansion factor.
Also do you think there currently is still a unit in the game with is far too powerful for its price and unlock date, or far too weak? If so please also describe your reasoning.
As a quick summary:
I have not really experienced the new stealth/scout units to comment on yet. I am building AC in all stacks tho to eliminate the risk of the enemy using them against me. And have also been running around quite successfully with commandoes
Moral based production times I like and don't like. For troop production times I do like this. I think it balanced the game well meaning new fronts cannot suddenly produce troops as fast. It also makes me feel my core industry is more valuable as it produces troops faster. I would really like a + modifier for 100%, I myself am okay without it, but my team playing my 100 map are all feeling the new mechanic is just a penalty mechanic as there is no real + for having high moral. High moral means you just don't have a penalty rather then getting a benefit from it. Figured I would add others feedback here.
Moral based building times I really dislike. I feel it really slows the game down. Early game when I want new production centres (my first nation conquest) it kind of sucks to have to wait over 2x as long to build my next factory. Additionally, it takes 10+ hours just to build a lvl 1 infra (which would increase moral). But my least favourite aspect about it and if this was not an issue moral based building times I would not care about so much is AB build times. I loved how it would take 2h to build a new AB. Both for attacking but esp for if I simply missed an AB it was easier to place down a new one. 2h takes a while. But it is easily manageable. Enemy suddenly comes from a new front after I take some new land I can quickly respond with a new AB... now it takes 5h 14 mins at 25% to build 1 AB which is sooo long. Additionally, all troops movement is now faster in 1.5. Planes are slower with their 30 min refuel times. With the addition of taking 5h 14 mins to build new forward ABs, the pace of the war is much slower. I believe using both ground troops and air is the most effective army, but now my armies are all waiting for ABs to be constructed. My ground units cannot progress as the ABs are not built, as my strategy involves using air and ground power, moving forward without air is quite risky.
If there was a method of making moral based troop production times a thing and not having it impact buildings that would be my ideal
Expansion factor so far I am liking. Only receiving a -8 penalty rn and day 13 so im yet to fully experience it so I will wait to comment on this. I will say I might change this opinion, but so far I do like this feature as it adds something to think about the more land you take. (just built an infra in my core cities about 18h ago). I also see my enemy with a 95% moral in his capital but 0 infra which is quite nice as he clearly is neglecting his morale management.
So far I feel most troops are well balanced, I will make a longer list once this AvA game is over. My current major troop I feel is both too OP and then too UP (under powered) is the rail road gun.
Early game this troop is a monster, but late game it becomes quite weak. It is soooo slow by the end of the game I couldn't use it. Additionally, its damage values early game are quite solid, additionally as we have less troops it is harder to deal with. Later game its stats are really weak and not enough to be a threat. I think a lvl 1 and a lvl 2 option for the RRG would be quite practical. Lowering its stats slightly at lvl 1. (keep speed the same), then up the damage and speed at maybe day 12-14 to let this unit be useable later on.
Strat bombers I also feel are way too expensive given they don't really work atm. This is something you have already explained to me but wanted to mention. Given building damage is not working quite right, having strats be so expensive and not do their one job well means they just feel super useless. I don't have the data, but I doubt many players are using strats. Esp experienced players. Perhaps if they where half the price, they could be used more. Once the building damage is fixed, they go back to their current cost. Small thing but something. I just don't see strats being effective rn. In a previous game an ally with allies doctrine tried them and they really sucked and felt like a huge waste of rss.
I just entered into a lovely 1v3 last night so I will get a much better idea of how different units perform during this fight. Again I will write more once my AvA game is done. but for now my time is focused on that.
Regarding someone hospital comment. I was actually thinking of this, about 2 days ago and was planning on writing an idea for it here.
I saw it a lot in 1.0. But in that mode generally most troops had high condition as 1 troop would die, then push the condition back up. So a dedicated location to heal troops was less useful.But with the new combat mechanics of troops living at 20% with large numbers still.
In 1.5 I am seeing 30 stack at 5% condition. Just last night I was bombing a 19 stack at 100% condition. but at 23% condition it had 17 troops. All really low. And lets just say I lost the fight then so these 17 troops survived. Well now this poor player has 17 useless troops as they are super weak, super slow, and still costing a mint to upkeep. Now im writing this I see a legit strat of bombing troops to 10% condition then leaving them alive to ruin the enemy as now he has slow weak troops that still have loads of upkeep.
An ally also has 27 planes at 15% condition. These troops are pretty much useless for weeks now as they take ages to heal up which is quite frustrating tbh as we gotta still pay for these troops but not use them for ages.
The new combat mechanics now mean large amounts of troops survive battles but with super low conditions. I had 28 planes bomb that 19 stack, I wiped them all with 0 losses. Something that in 1.0 was super rare. But my condition fell about 19%. Minimum stacks lose troops at 50% condition, whereas in 1.0 troops died around 80%, then back to 100%, or a single troop got down to 10% so a hospital was not really needed/useful. Now I see it being almost necessary to heal back these troops at super low conditions. I am not trying to say this is a problem in the new mechanics, but just how they are working.
As such, my idea for a hospital would be the following:
3-5 lvls on it.
I think 3 lvls would be ideal. Lvl 1 gives a 5% condition boost, lvl 2 gives a 12% and lvl 3 gives a 20% boost. (Same as the previous version of infra, possibly this should even be increased as 20% boost at 40% condition still would take a fair while to heal back up). I know this sounds like quite possible OP. On average troops get down to at least 50% (I am finding troops are living at 20% and even lower). I think this is quite fair and anything more and it would take too long. As if a stack is wiped down to 40%, and is retreating back, likely you either lost a fight, or if you did not you just sent back your army so now your front is weaker. If lets say it took 1 week to heal. Then I would say likely that is too long as by the time the troops heal you likely are dead. I also think it should heal a strong amount as otherwise why build it? Ofc Freezy will have a better idea of how to best balance this, I am just giving my thoughts to demonstrate how I see the hospital being used. But the healing % of damage received will mean troops at lower condition will benefit the most from the hospital which I would say is idea.
However, to balance out the high healing amounts. I would say lvl 1 should take 12 hours, lvl 2 24 hours, lvl 3 36 hours. This I believe would ensure these hospitals are far back enough so that you need to travel a decent distance to get to them. And if built on a front line, it takes 3 days to build up which is a hefty duration. I personally think any longer would favour experienced players too much.
For example, I would know to build hospitals, so I start building one. My enemy, a slightly newer player does not build one, after I damage his army, or vice versa I have already built the hospital, the enemy has not and now starts to do so. 3 days is enough so I have an advantage, but as said above, 3 days to heal as well means by the time my troops are healed, the enemy will have built his hospital up and had already some condition boost from lvl 1 and 2. Also a 4+ day build means if I need a hospital built/want to build one closer to the front by the time it is done, the front may have moved too much. 3 days just feels right.
But ofc all those numbers are just suggestions.
I do really think with these new mechanics and stacks living at 20% with 20+ troops means we need a method of healing troops up higher.
I find it sad to think how if 2 armies fo 20 troops face each other. 1 army loses, the 2nd army has their troops down to 15% condition and 16 troops. They won the battle. But these troops are now realistically useless for weeks. So they kind of did lose this battle. And now they gotta pay the upkeep on these weak troops.
I also believe CoN has hospitals? I have not played that, but perhaps that means a hospital would be less difficult to implement? Just a hope really as I don't know Β―\_(γ)_/Β― . I would be curious about this as an idea.
Edit: Hopefully this post makes sense to read. I've been writing it for a few days on and off as this AvA game continues so normally I write at one time and send that day, this has been a few days to write so hopefully it still flows well and makes sense 
Torpedo2000
Post a Reply
Please log in to post a reply.