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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!
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93 Replies
I strongly believe that players should be rated on their commitment to play. That is players should have a rating that reflects whether they went inactive in a game. This should also be used to set games up as a Completion rating of say 80% to enter is more important than actual point level.
Another idea may be to keep track of coming in 2nd and 3rd again as a little achievement aspect showing you stuck it out and had a reasonable finish.
Also would like countries played per scenario, so say having won 10 games as Yugoslavia in the 22 map.
Due to your changes in the name of balancing, I am now facing war with 9 AI countries. All of them have declared war against me in the last 3 days. REALLY!!! How do you expect someone to get to a victory when every neighboring country has decided to attack? Since you clowns haven't set up limits, this game is totally worthless.
AI attacks are okay since they've become elite one year ago. But there are still some ways to avoid it. Or kill AI countrires too.Barney792 wrote:
Due to your changes in the name of balancing, I am now facing war with 9 AI countries. All of them have declared war against me in the last 3 days. REALLY!!! How do you expect someone to get to a victory when every neighboring country has decided to attack? Since you clowns haven't set up limits, this game is totally worthless.
Btw, didn't you play in the "Dominion - Antarctica" map? Last time I was there, ALL AIs gave embargo and all neighboring AIs were giving war from the moment I had border with them.
When will there be new, standard 1.5 maps? It's getting a bit stale to have only 2 to chose from. And effectively only 1 as the other requires you to spend several hours day and night on the world map.
Yes, as I said in other posts, they said they have changed something but I did not see any updates against that one. Great job Bytro!Barney792 wrote:
Due to your changes in the name of balancing, I am now facing war with 9 AI countries. All of them have declared war against me in the last 3 days. REALLY!!! How do you expect someone to get to a victory when every neighboring country has decided to attack? Since you clowns haven't set up limits, this game is totally worthless.

As far as I am concerned, CoW 1.5 still has significant issues. For one, who ever heard of a battleship sinking a submarine at range? Or sinking a submarine period? There is no connection with reality here. The only way a battleship can sink a submarine is to collide with a surfaced submarine, or accidentally run over one at periscope depth. Having my submarines sunk at long range by an enemy battleship is FANTASY, but it happened multiple times. Destroyers should not even be sinking submarines at range with gunfire. More fantasy. Totally unrealistic. In WW2 destroyers could sink submarines at very close range with hedgehogs late in the war, but by and large, they had to go over top of the submarine and drop depth charges. Your current tactics are flawed, unless you are turning this into a fantasy game.
Finding a submerged submarine that has not attacked, even by a destroyer, is far too easy in this game. Given that you want to make this easily playable, I can see some logic where planes and destroyers find submarines 100% of the time, but that is another case where you are separated from reality. Finding a submerged diesel submarine even today with super advanced sonar (compared to WW2) is still a challenge. In WW2, the submarines surfaced at night to recharge batteries, and could be detected by radar from planes and ships. So perhaps you introduce some probability, like you do with battle damage inflicted, to make this issue better.
My other gripe is the amount of damage tanks without AA support inflict on attack bombers. I think it is unrealistic.
In the latest 1.5 version the interceptors are overpowered.
A level 1 (doctrine allies) has 6 hitpoints attack and only 3 hitpoints in defense.
A level 7 (doctrine allies) has 28 hitpoints attack and only 14 hitpoints in defense.
With a bomber it's even worse.
A maxed out tactical or attack bomber (doctrine allies) deals only 2,3 hitpoints in defense against interceptors.
A stack of 10 interceptors can kill a stack of 10 bombers in a single shot.
A stack of 10 interceptors can reduce the health by 50% with a single shot against a stack of 10 enemy interceptors.
This is way of the charts.
When you fight Pan-asian doctrine it gets worse as their planes are also faster.
Knowingly that planes have only 25% health during refuelling this becomes very problematic.
Interceptors need to be buffed, is that possible @freezy?
"Airplanes have higher offensive stats than defensive stats to circumvent problems in the game flow. There are actually situations where defending planes have a big advantage inside the combat logic, and to counter that the offensive stats of planes are higher than defensive stats. Additionally one could argue that offensive stats are higher because there can be a surprise factor in the approach, while there is no defensive cover in the skies."
This is what you wrote as a reply to another player:
- What problems in game flow?
- Where does defending planes now have a big adantage in combat logic?
- Which surprise factor in the approach? Planes move super fast so attacking planes have the element of surprise. They mainly approach undetected until they are in a units line of sight but by then it's too late for the attacked player to counter attack. Aspecially with the long refuelling times.
Moderator
EN Community Support | Bytro Gmbh
Check out my YouTube channel: https://www.youtube.com/c/BMfoxCallofWar
Found a bug or need help? Send a ticket here!
Thanks for the feedback. The issues you are listing are also present in CoW Classic (1.0). We didn't change the game to be more unrealistic in that regard, we rather kept a similar amount of realism. Not everything can be presented with our engine and compromises have to be made for playability and also for balancing reasons. This said, we will probably do some adjustments to the destroyer-submarine balancing.Braveheart23 wrote:
As far as I am concerned, CoW 1.5 still has significant issues. For one, who ever heard of a battleship sinking a submarine at range? Or sinking a submarine period? There is no connection with reality here. The only way a battleship can sink a submarine is to collide with a surfaced submarine, or accidentally run over one at periscope depth. Having my submarines sunk at long range by an enemy battleship is FANTASY, but it happened multiple times. Destroyers should not even be sinking submarines at range with gunfire. More fantasy. Totally unrealistic. In WW2 destroyers could sink submarines at very close range with hedgehogs late in the war, but by and large, they had to go over top of the submarine and drop depth charges. Your current tactics are flawed, unless you are turning this into a fantasy game.Finding a submerged submarine that has not attacked, even by a destroyer, is far too easy in this game. Given that you want to make this easily playable, I can see some logic where planes and destroyers find submarines 100% of the time, but that is another case where you are separated from reality. Finding a submerged diesel submarine even today with super advanced sonar (compared to WW2) is still a challenge. In WW2, the submarines surfaced at night to recharge batteries, and could be detected by radar from planes and ships. So perhaps you introduce some probability, like you do with battle damage inflicted, to make this issue better.
My other gripe is the amount of damage tanks without AA support inflict on attack bombers. I think it is unrealistic.
I think you might have misunderstood the concept of damage and hitpoints?BMfox wrote:
In the latest 1.5 version the interceptors are overpowered.A level 1 (doctrine allies) has 6 hitpoints attack and only 3 hitpoints in defense.
A level 7 (doctrine allies) has 28 hitpoints attack and only 14 hitpoints in defense.
With a bomber it's even worse.
A maxed out tactical or attack bomber (doctrine allies) deals only 2,3 hitpoints in defense against interceptors.
A stack of 10 interceptors can kill a stack of 10 bombers in a single shot.
A stack of 10 interceptors can reduce the health by 50% with a single shot against a stack of 10 enemy interceptors.
This is way of the charts.
When you fight Pan-asian doctrine it gets worse as their planes are also faster.
Knowingly that planes have only 25% health during refuelling this becomes very problematic.
Interceptors need to be buffed, is that possible @freezy?
"Airplanes have higher offensive stats than defensive stats to circumvent problems in the game flow. There are actually situations where defending planes have a big advantage inside the combat logic, and to counter that the offensive stats of planes are higher than defensive stats. Additionally one could argue that offensive stats are higher because there can be a surprise factor in the approach, while there is no defensive cover in the skies."
This is what you wrote as a reply to another player:
- What problems in game flow?
- Where does defending planes now have a big adantage in combat logic?
- Which surprise factor in the approach? Planes move super fast so attacking planes have the element of surprise. They mainly approach undetected until they are in a units line of sight but by then it's too late for the attacked player to counter attack. Aspecially with the long refuelling times.
The level 7 allied Interceptor in your example deals 28 damage in attack and deals 14 damage in defense. But it has 65 hitpoints (=health), both in attacking and defending. During an attack unit A reduces the amount of hitpoints of unit B by the amount of A's damage values. When the hitpoints reach 0, the unit dies.
Therefore 10 Interceptors need 3 attack runs to destroy another stack of 10 interceptors (65/28 =2.32 -> round up to 3). Considering both stacks get damaged in the process, in turn lowering their damage efficiency of subsequent attacks, it is probably rather 4 attack runs in total.
Attack Bombers also have 65 hitpoints (3 runs), while Tactical Bombers have 85 (4 runs) and Strategic Bombers have 130 (6 runs), meaning even more attacks are required to take them down.
So no plane can be downed in a single volley by Interceptors.
Attacking airplanes always strike second if they attack other air or ground targets. Meaning they lose hitpoints before the enemy, thus making their attack weaker (armies with lost hitpoints have lower damage efficiency). This is the main reason why the attack damage of planes is higher.
But additionally there is another big damage buff to defending planes when you have multiple plane armies patroling in the same location. Due to how defense damage is tallied for multiple armies, stacking penalties get circumvented. So the more defending armies are located in the same spot, the higher the defense advantage will be. To counter act this the attacking values are higher so that this advantage is not as apparent immediately.
Hello,
Can anyone please explain the logic behind the expansionist Debuff for moral? I need to understand how it is effected, how you can take it down or up. Is it something fixed that just goes up and never down?
is there a maximum value?
Thank you
Intercetors should to good damage aganist unarmoued and heavy armour because of strafing
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Erwin Rommel wrote:
Don't fight a battle if you don't gain anything by winning.
Interceptors do a great deal damage to armoured cars indeed. However I have no clue what strafing is?Tre wrote:
Intercetors should to good damage aganist unarmoued and heavy armour because of strafing
Moderator
EN Community Support | Bytro Gmbh
Check out my YouTube channel: https://www.youtube.com/c/BMfoxCallofWar
Found a bug or need help? Send a ticket here!
Strafing is a low altitude razing attack by a plane using the machine-gun/cannon. You don't aim at a specific target usually but at a mass.BMfox wrote:
Interceptors do a great deal damage to armoured cars indeed. However I have no clue what strafing is?Tre wrote:
Intercetors should to good damage aganist unarmoued and heavy armour because of strafing
This is a typical strafing attack :
https://www.youtube.com/watch?v=t0gcap1hjPI
As an interesting trivia, 1939 French army bomber doctrine ("Aviation d'assaut") was exactly that : low altitude attack. It was absolutely devastating - much more than a dive bombing attack for instance - but it left the planes very, very vulnerable both to ground AA and to enemy fighters, so the French aviation d'assaut (mostly the Breguet 693 - a good plane though totally forgotten today) was all but wiped out in May 1940.
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