"smaller random factor" how do i have to understand this exactly? will it now have like an upper/lower limit? 
CoW1.5 Event #2 - Detailed Balancing descriptions
Welcome to the secret forum, General!
We hope nobody followed you. The fact that you consult us here, surely proves that you completed the general briefing issued for all generals. Let’s talk about some more details on what changes you can expect when facing the enemy in our second test event for Call of War 1.5.
The following list describes what we changed from CoW1.5 Event #1 to CoW1.5 Event #2, it does not describe changes from the current CoW 1.0 version to CoW 1.5. Those changes were explained in the news for the first CoW 1.5 Event.
General Balancing:
- Based on the community’s feedback, units and buildings do not require every kind of resource anymore. This is to allow players to fine tune their economic strategy more. [list]
- Buildings and units now never require more than 3 different main resources, meaning that at least 2 resources are not needed to produce them.
- Cost and build times were adjusted all over the board
- The following units are part of this new category:
- - Anti Air
- - Anti Tank
- - Artillery
- - SP Artillery
- - SP Anti Air
- As part of this rework we changed the name of the Armored category to Tanks, and moved the Mechanized Infantry from the Tank to the Infantry category.
- We realized that providing Aircraft Industry right from the start skews player’s early game strategy too much into the air tech branch. [list]
- As we want players to be free to choose any strategy they like, without the game directing them too much into a certain direction, we decided to remove Aircraft Industries from all countries.
- All countries are now equipped with one Airstrip and one airplane in a non-urban province at the beginning of a gameround to still allow for early scouting.
- We removed 1 non-urban resource and added 2 different non-urban resources per playable country.
- Playable countries are now more diverse in terms of available resources.
- This will make it necessary to adjust strategies according to available resources on the map.
- Based on the community’s feedback we reduced the progression and power gain per unit level. The next unit level is now roughly 30% stronger than the previous one. [list]
- Researching and upgrading units to the next level will still give you an advantage, but does not create too much of a disadvantage for the opposing player.
- Having a relative instead of a non-linear increase also makes the progression more consistent.
- Since all unit values were changed across the board due to this, the following balancing changes listed are meant as being applied after this rebalancing.
- There are no building level requirements anymore.
- Once a new unit level is researched, the previous unit level cannot be produced anymore.
- The maximum production time of a unit increases significantly per level.
- From now on leveling up the production buildings greatly reduces the production time of units, at level 5 a building reduces the production time to only 6% of its initial maximum duration.
- Each unit now has a minimum production time: The production time cannot be decreased below this value.
- - This was done for balancing reasons: Since buildings now provide a large production speed boost, lower level units would become overpowered if they did not have a minimum production time. Leveling up production buildings therefore grants little to no boost for lower unit levels, but very high boosts for higher unit levels.
- Tank Destroyers are now defensive focused.
- Medium Tanks are now offensive focused.
- Heavy Tanks now have equal defensive and offensive capabilities.
- This makes sure that offensive focused units still have an impact when defending and defensive focused units still have an impact when attacking an opponent, so that they are a bit easier to use.
- This should ensure that usage of nuclear weapons is an extraordinary event in game rounds.
- This should give these units are more diverse role compared to other units.
- We made this change to balance an indirect boost for these units, which is caused by the fact that combat rounds in Call of War 1.5 happen every 30 minutes instead of 60 minutes. Due to the shorter combat round interval, ranged weapons hit more often before they end up in close combat in Call of War 1.5.
- Previously the capacity increased only by +2 starting with level 4.
- Level 2 Rocket Fighters become available at day 14 of a game round.
- Based on community feedback regarding amortization of buildings and regarding resources: [list]
- We increased the production boost of Industries from 100% to 125% on the maximum level.
- We increased the production boost of Local Industries from 200% to 250% on the maximum level.
- The refuel time bonus progression is now more linear as well: From Aistrip lvl. 1 with 30 minutes to Airstrip lvl. 3 with 10 minutes and Aircraft Factory lvl.1 with 60 minutes to Aircraft Factory lvl. 5 with 10 minutes.
- We increased research times for earlier research levels.
- We decreased research times for later research levels.
- We increased costs and times for all nuclear weapon researches.
- We changed the day of availability of Railroad Guns to day 4 (from day 2 in the first Call of War 1.5 test event) due to their power.
- We adjusted the day of availability of Flying Bombs and Rockets level 1, 2 and 3 by +2 days. [list]
- Flying Bombs are available at day 2.
- Rockets are now available at day 6.
- Both are available on day 18 now.
- We reduced the damage dealt to buildings when a province gets conquered.
- We reduced the damage dealt by damaged units from 30% to 20% when they are close to 0 hit points, to reduce the winner’s advantage after a battle. [list]
- This was necessary because units only start dying when falling below 50% in CoW 1.5.
- We reduced the morale penalty per kilometer, so it has less effects in closer territories.
- We increased the maximum morale penalty from 40 to 60, so it has higher effects in far away territories, though it now takes longer to reach this maximum.
- The 15 strongest values of each damage type now contribute to the army’s damage output
- - e.g. the 15 strongest offensive damage values vs. unarmored targets, the 15 strongest defensive damage values vs. unarmored targets etc.
- This means that the damage output gets limited if more than 15 units in total are part of an army, but it leaves room for optimizing damage output of larger stacks by combining units with strengths in different areas.
[/b][b]
[/b] [b]General overview about changes from CoW1.0 to CoW1.5:
[/b] For those of you who did not participate in the first CoW1.5 event:[b]
[/b][b]
[/b] - Overhauled balancing: Different stats and costs for units & buildings & researches.[b]
[/b] - Level progression: Units get stronger when leveling up but also more expensive and take longer to produce.[b]
[/b] - Changed resource balancing: Resources have the same importance and are equally distributed in costs, research only costs manpower and money.[b]
[/b] - Unit functionality changes: Commandoes are stealth, more units can reveal stealth units.[b]
[/b] - Split armor class "Armored" into "Light Armor" and "Heavy Armor".[b]
[/b] - Revised production categories: Certain Inf units moved to the Inf category, certain support and counter units moved to new Ordnance category.[b]
[/b] - Units don't automatically upgrade, they can be manually upgraded.[b]
[/b] - Urban focus: Units and certain buildings only producible in urban provinces, Victory points only in urbans, resources concentrated more in urbans.[b]
[/b] - New production buildings only produce the units of their respective tech branch and need to be leveled up to reduce build times of stronger units.[b]
[/b] - Removed war morale penalty and province upkeep.[b]
[/b] - Removed nuclear sea units and nuclear reactor.[b]
[/b] - New combat mechanics: Armies don't lose units immediately when getting damaged, stack limits apply for the whole stack instead of individual units, severely damaged units become slower, combat tick happening every 30min, smaller random Factor.[b]
[/b] - Visual changes and interface changes that highlight urban provinces more.[b]
[/b]
11 Replies
The new “x-factor“ is now a +/- 20% instead of a scale from 0-100% damage dealt which is what Freezy is referring to.Teburu wrote:
"smaller random factor" how do i have to understand this exactly? will it now have like an upper/lower limit?
finally no more 0 dmg ticksTorpedo28000 wrote:
The new “x-factor“ is now a +/- 20% instead of a scale from 0-100% damage dealt which is what Freezy is referring to.Teburu wrote:
"smaller random factor" how do i have to understand this exactly? will it now have like an upper/lower limit?

Not bad. But...
hurra, hurra, Mega stacks are "great" again. 60er Stacks are new true Armiesize. 15 Antisoft, 15 anti lowarmored, 15 antiheaviearmored, 15 antiair units. 120-er stack is even better, it can be defensive and offensive same time...
And no need to have many sidewingers stacks. New level 5 factories produce new units sooner, then enemy can sneak.
No more building level restriktions, rush in, build level 1 factory, recruit new army, rush in. repeat.
Power ups buffed. Anti-power-ups-gameplay nerfed...
I dont see any changes for Megatrons seatransports...
So much to "based on communty feedback"
To clarify some things:f118 wrote:
Not bad. But...hurra, hurra, Mega stacks are "great" again. 60er Stacks are new true Armiesize. 15 Antisoft, 15 anti lowarmored, 15 antiheaviearmored, 15 antiair units. 120-er stack is even better, it can be defensive and offensive same time...
And no need to have many sidewingers stacks. New level 5 factories produce new units sooner, then enemy can sneak.
No more building level restriktions, rush in, build level 1 factory, recruit new army, rush in. repeat.
Power ups buffed. Anti-power-ups-gameplay nerfed...
I dont see any changes for Megatrons seatransports...
So much to "based on communty feedback"
Maybe you misunderstood the part about the stack limit a bit? A stack with 60 units will still have less damage output than 4 stacks with 15 units, no matter how well you optimize it. So a stack with more than 15 units always loses in damage efficiency. But you have some leeway to optimize such a large stack to not lose as much damage efficiency, if you mix units together which have strengths in different areas. But its not possible to have a 60 stack with 100% efficiency.
Actually it is the same calculation as in the first CoW1.0 Event, we just changed the thresholds (first Event was 10 as soft limit and 20 as hard limit, now in the second Event its no soft limit and 15 as hard limit)
No more building level restriction does not mean that you can quickly produce higher level units. As stated in the change list higher unit levels have a very long build time (multiple days) if the building is not leveled up. Each building level speeds up production by 100%. But each unit also has a minimum production time, so low level units will not receive much speed boosts from that.
Level ups of units (thats what you mean with power ups?) got nerfed in comparison to the 1st CoW 1.5 Event. In the first CoW 1.5 Event there was a 100% strength increase from lvl1 to lvl2 for example, now its roughly 30%.
Sea transports were nerfed (less hp, less damage), its written in the change list.
As for "based on cummunity feedback": If you read the change list carefully you will realize we made alooooot of changes based on community feedback. For example the whole level up progression was altered and made closer to CoW1.0, we changed unit roles to make them more historical, we removed certain resource needs again (from 7 resources to max. 5), we increased manpower/money production, we gave each country varying resource production and so on.
Will research still require both manpower and rare materials?
Probably
I would imagine so given manpower and money were increased and I have not seen this as a change. If this is incorrect however someone let me know.cycle9 wrote:
Will research still require both manpower and rare materials?
cycle9 wrote:
Will research still require both manpower and rare materials?
In CoW1.5 research only requires money and manpower, nothing else.Torpedo28000 wrote:
I would imagine so given manpower and money were increased and I have not seen this as a change. If this is incorrect however someone let me know.
Oh well, looks like rare material wouldn't be that much of an issue
If it is like the last event, rares become like metal in that they are needed for troops and buildings. I think they represent aluminium and other ‘rare materials’ used for vehicles.Ryan04px2025 wrote:
Oh well, looks like rare material wouldn't be that much of an issue