New Features in CoW 1.5


New Features in CoW 1.5

Attention, generals!

Our next test phase of Call of War 1.5 is starting on May 25th 2020. We already told you about Doctrines, Attack Bombers and Rocket Artilleries last week, but there is so much more!

Runtime
Let’s start with how long we plan on keeping this test phase running for. You might have noticed that we did not call it an ‘event’, like we did with previous iterations of Call of War 1.5. That is because we are confident enough to have Call of War 1.5 run longer than ever before. This test phase has an open end. You will be able to sign up for new game rounds not only this weekend, but also the week after, the following weekend and the week after that etc…

More Maps
So far all our Call of War 1.5 tests were done on the 22 player “Clash of Nations” map. This time we want to scale things up a bit. We took the time to make the beloved 100 player “World at War” map Call of War 1.5 ready! This classic map will be available during the test as well. During the Call of War 1.5 test phase there will be a CoW 1.5 version and a CoW 1.0 versions of both maps available to players. The 100 player map also features all four of the new Doctrines on one map, so don’t miss out on the fun! We are already working on other maps to get them ready for Call of War 1.5, so more maps are coming soon!

Paratroopers
With Call of War 1.5 paratroopers get a feature the community has been asking for, a ‘convert feature’. This new feature allows generals to have their paratroopers board a plane again, after they got deployed. The ‘convert feature’ converts the paratrooper from an infantry back to a plane. This can be done anywhere on the map, but we highly recommend to do it in a province with an airstrip. Converting a Paratrooper will cost time and money. This makes paratroopers much more flexible and a force to be reckoned with on the battlefield!

Game Ending Timer
All Call of War 1.5 game rounds have a maximum run time, the same way events have them. When the time is up, the player or coalition with the most points wins the game round. Game ending timers prevent long running games with a low amount of active players from continuing, to avoid straining our game servers. For now, smaller maps will run 5 weeks, medium sized maps will run 7 weeks and large maps will run 10 weeks, if not won earlier. With the implementation of the end game timer only system generated maps will be affected. However, user generated maps will receive a game ending timer at a later stage as well.

Interface changes
The new test phase of Call of War 1.5 also brings an overhaul of the user interface to allow the new Doctrines being highlighted in various menus throughout the game. You will notice that with the new interface historical unit names are featured more prominently in the production menu and in the unit details panel. With the new interface we also disabled production and rally point buttons for rural provinces, as production is limited to urban provinces in Call of War 1.5. This significant change in Call of War 1.5 is also reflected when toggling through provinces in a game round. You now switch from urban provinces to other urban provinces and from rural provinces to other rural provinces.

Balancing changes
Last but not least, there are a lot of balancing changes in this latest version of Call of War 1.5! Like in the past, these balancing changes are heavily influenced by the community feedback we received in the last test event. We will focus on the main changes in this article, but you can find a more detailed list with all changes in the forums.

  • Research does not cost manpower anymore. We replaced previous manpower costs by normal resources costs, specific to each unit.
  • We rebalanced resources in general to alleviate resource constraints players experienced especially in the early stages of our last test event.
  • The stack limit at which additional units do not add any more damage to an army is lowered from 15 to 10 units.
  • Upgrading costs were reduced from 100% to 50% of the target level price.
  • We added a new “Local Port” building, that allows units to embark or disembark faster in rural provinces.
Apart from these big changes we did a lot of fine grained balancing changes to individual units related to the community feedback, the new Doctrines and the new units in the game. Check out the forum post containing all the details. Let us know what you think there and share your experiences over the next couple of weeks while you play Call of War 1.5. We are eager to hear from you!



Your Bytro Team


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122 Replies

Peter Mat wrote:

One thing the longer refueling time has done is make planes less "over the top". They are still very powerful when you use the patrol function. What is now less effective, is use your air force as the answer to all your defensive problems and send them all over the map to respond to attacks. In 1.0 they were to powerful. In 1.5 I find them still very powerful, just not as responsive to crisis when it comes time to move them across the map.
The refueling time is not longer. Airstrips are still the same speed.

However, some air craft factories are built in cities to both connect the air grid and produce planes. Therefore on a long flight time will be longer if they pass through one of these choke points.

"A good plan, violently executed now, is better than a perfect plan next week." - General George S. Patton, Jr.
"Do, or do not. There is no try" - Yoda

Peter Mat wrote:

However, some air craft factories are built in cities to both connect the air grid and produce planes. Therefore on a long flight time will be longer if they pass through one of these choke points.
Then just build a single airstrip next to the aircraft factory if you really need your planes to move quick. They aren’t that expensive.

Balhog wrote:

As I have understood the discussions on changes to the stack attack order I believe what is supposed to occur is the most lethal 10 units attack your target and visa versa. In practice, with my aircraft this doesn not seem to e the case. I attacked a stack of 34 bombers with a stack of 10 fighters. How is it I lost that engagement? My 10 fighters up against his 10 bombers in direct assault. The bombers won????

I'm kind of tired of all these surprises in this game. This will be my last post. I'll check back in a few months to see if COW has fixed this mess we call 1.5.

I can confirm that only the 10 strongest damage values in the army are used. I just tested this myself again to confirm that there is no bug.

It is hard to analyse your reported case without knowing the exact game state and what else was going on. There may have been other reasons why you lost that engagement, for example that the Tactical Bombers were higher level, or enemy interceptors where sneakily attacking you as well while you were not looking, or enemy ground units being located in the area as well which would also return defensive fire to your aircraft. And also keep in mind that 34 tactical bombers still have like 4.5x as much hitpoints as 10 interceptors, so it should be expected that also some interceptors will go down in that fight.

RiverWolf74 wrote:

Peter Mat wrote:

One thing the longer refueling time has done is make planes less "over the top". They are still very powerful when you use the patrol function. What is now less effective, is use your air force as the answer to all your defensive problems and send them all over the map to respond to attacks. In 1.0 they were to powerful. In 1.5 I find them still very powerful, just not as responsive to crisis when it comes time to move them across the map.
The refueling time is not longer. Airstrips are still the same speed.
Actually the refueling times are longer than in CoW1.0. In 1.0 an airbase lvl 1 has a refueling time of 15min, in 1.5 it is 30min. They were increased to that number for the reasons Peter Mat already explained in this thread, and also to give an incentive to level up the buildings.

In the next 1.5 balancing update we will also lower the refueling times of aircraft factories on lvl1 to 30min, to make it more consistent.

I am going to be writing about infrastructure or more specifically speed and moral in provinces.

I am not looking into their impacts on moral specifically (currently working on testing that for a later post). But rather as I believe infra should be two separate buildings and here is why:

I did mention this last iteration, but with the 100 map I believe the reasons for making two buildings is stronger. I really just believe the two bonuses: speed and moral are not really related and would provide more strategic options if split up. I also remember Freezy stating adding a new building specifically would not be too challenging hence the more detail in this post as I believe it is more feasible and not as hypothetical to add.

Firstly, I have built a LOT of infra in my map. Partially to test it, partially due to MP shortages so I have nothing else to spend my goods and food on. But all for the same reason of increasing moral, not speed.

Moral reasons:

Given that an urban province produces around 2.6x more rss when compared to a urban province I have been focusing on building up my urban and not rural provinces.Both when I build ind and infra.Whether this is the correct approach I cannot say nor am really focusing on that for this post. Because these provinces are small the speed factor of infra is not even something I factor in when building them and I only build them for the moral boost. The speed boost I suppose is nice, but whether it was there or not would not impact my decision to build infra for the moral boost. Additionally, because I am building infra in small urban provinces, the speed boost is also not really helpful. Therefore the speed boost infra applies is really not being utilised and if infra cost is meant to be split 50/50 for ease of argument sake. 50% for the moral boost, 50% for the speed boost then I am really wasting 50% of the use of infra. Urban provinces are small and thus not really needing a speed boost. Rural provinces on average are larger and thus needing the speed boost -and speed wise would have a greater impact on a rural province. It for me at least just feels somewhat weird having a speed boost in a small province as I am increasing its moral.

With revolts actually working now (not completely correctly but being a thing again) ensuring moral is high is far more important than in the previous versions. Before if moral was low it only impacted rss generation which I could focus on in a higher moral province, thus not needing to increase my nations entire moral. Now low moral results in revolts it is actually important to prevent this, and thus infra has an important role in increasing the moral of a province - not the speed of a province. I would say now having a dedicated building for only moral is more crucial given preventing revolts is now a thing. A dedicated moral building (I know infra is for moral, but an only moral increasing building) would also assist in what I have noticed is many players struggling with the new revolt mechanic (not a new mechanic I know) and not liking it. I personally see both the pros and cons of the revolts as they are now and I think they certainly need to be something in the game, but something one can overcome (which currently they can be, not focusing on revolt mechanic per say). A dedicated moral building would do this. And provide a solution to the current complaints about revolts without really changing revolts as they are now at all.

A speed boost is just not a factor in reducing moral really. If assuming the 50/50 split (I personally believe more of a 65/35 with moral being higher would be more appropriate) then I could also build more of this moral building to solve my moral issues. -as I said I am likely building both more ind and infra due to low MP so in the next map my rss generation likely would be lower as now I am focusing majority of my rss on buildings as my MP is just not keeping up. So this cheaper building would be useful.

I do also strongly think increasing friendly neighbour bonus would enable more strategic use of infra /moral building. After my infra testing I can comment on this more. But even if not implemented, a dedicated moral building would mean the moral management of ones nation can be better managed and would provide a more specific focus for players - creating more strategic options. One can increase their total moral to increase rss generation. Or just keep it above revolting lvl, or not focus on it at all. With a dedicated moral building this becomes easier to do.

Speed reasons:

In addition, many of the large provinces in game and thus in my mind the ones more worth building infra on do not produce rss. Therefore increasing that provinces moral apart from increasing neighbour bonus for other provinces is a waste of rss. I also as I said here am likely building more infra than in the next patch as my MP is low so I have more rss for buildings, and with that I can not build enough lvl 3 infra in new urban provinces. So I cannot believe it is feasible to build infra in every province just for moral (I also think that would be quite boring and too easy if that was a possibility as there would be no strategic thinking). Therefore the moral boost in those provinces is wasted.

Additionally, this goes for both speed and moral, but I believe speed for moving troops in large lands imo is less important than ensuring there are no revolts. Thus I am going to focus my rss on preventing revolts, and not on increasing speed. So until at least all my urban provinces have higher moral than revolting lvl I likely won't spend the rss on speed increases. Meaning currently the speed element of infra I am not again really needing. If the speed increasing building costed perhaps metal and oil I would be more likely to build a speed building as this would even out my rss costs. Or even if it costs the same rss, if assuming the 50/50 split for speed it only costs 50% the cost so there is more reason to increase the speed as simply it is cheaper. We have ports to only decrease embarking time, so it would also make sense to have a speed building to increase only speed.

Values of each building could simply be the same as current with the increases to speed and moral. The only difference would be a dedicated building to each and reduced costs of each to accommodate it. The new moral system of not a flat -25 all the time (im often at 5+ wars, case in point in 9 wars in one 100 map atm) is far superior and imo actually provides a strong reason to strategically build infra to both eliminate revolt chances but also increase moral to increase rss generation. I believe adding a dedicated moral building would only add to this facete of the game while also providing a new element which would be strategic placement of speed buildings.

Hopefully this provides clear enough reasons for why I believe splitting up these two bonuses would be beneficial. I also feel a specific moral building could enable further development of the moral mechanics in the future should this ever be something you do. If not then my above reasons are my main reason for why, but I guess as a bonus I believe it would just leave the door more open to delve into moral if there was a direct and specific building to counter the moral penalty to use.

Thanks for the feedback!

We are indeed already currently discussing separating the morale bonus from Infrastructure and putting it into its own building. Let's see :)

Province morale and revolts have been interesting. In 1.0 I actually looked forward to some provinces revolting due to the food consumption of the population. In 1.5 without any VP associated with non city provinces I find I do not care if it revolts or not, so long as it is not producing some resource. I just discovered tonight that I do not have to feed the population anymore, just my unit upkeep. Therefore, other then my transportation and resource network, let them revolt. With no unit production or VP outside cities, the need to conquer all territory is diminished. This lends itself to a strategy of just capturing and garrisoning cities. Perhaps something to consider is allowing partisans (militia) to be built in non city provinces? This would give more decision weight to capturing and preventing revolts in non city provinces.

"A good plan, violently executed now, is better than a perfect plan next week." - General George S. Patton, Jr.
"Do, or do not. There is no try" - Yoda

Peter Mat wrote:

Province morale and revolts have been interesting. In 1.0 I actually looked forward to some provinces revolting due to the food consumption of the population. In 1.5 without any VP associated with non city provinces I find I do not care if it revolts or not, so long as it is not producing some resource. I just discovered tonight that I do not have to feed the population anymore, just my unit upkeep. Therefore, other then my transportation and resource network, let them revolt. With no unit production or VP outside cities, the need to conquer all territory is diminished. This lends itself to a strategy of just capturing and garrisoning cities. Perhaps something to consider is allowing partisans (militia) to be built in non city provinces? This would give more decision weight to capturing and preventing revolts in non city provinces.
Rural provinces produce cash and Manpower. While yes less valuable, your rural provinces add up for cash and MP production. I def agree that not having consumptions for these lands is far better. No longer do I take land far away and my food plummets from +200 down to -400 or so.

Being able to produce militia in rural provinces would be quite cool I agree.

Yes as Torp explained rural provinces which do not produce any main resource are quite important for manpower production, because they produce more manpower than provinces which do produce main resources. So if you find yourself lacking in manpower, give some love to those empty rural provinces! :)

Local Industry being capped at Lv3 but giving twice what Lv5 Industry provides is huge.

I think I speak for alot of players when I say the rebellion/morale system sucks. How is it when I have a infantry unit in a rural province come thr next day I lose the province and the unit to nothing? I understand if it was a city sure people rise up and kill them I gotcha but a province with nothing on it is not believable.

What if you made it to where only cities revolt? I get if a airstrip is damaged but anything else would just be annoying and not fun or realistic. Hopefully the days of leaving infantry in rural provinces and/or having to Dedicate units to retake rural provinces every day. I do like the idea but it needs to be fixed

Thank you

Sirwayne

SirWayne wrote:

How is it when I have a infantry unit in a rural province come thr next day I lose the province and the unit to nothing?
What do you mean, "to nothing?"

SirWayne wrote:

I understand if it was a city sure people rise up and kill them I gotcha but a province with nothing on it is not believable.
The province has the population on it. It's not the buildings themselves that are revolting, it's the people that reside in the province. There is no such thing as "a province with nothing on it" in this regard.

you lose the unit to nothing in rural areas there is nothing there no one to challenge a division of troops. I get the buildings don't revolt but a random plains area in the middle of no where isn't going to rise up and kill a division it's annoying not realistic and a waste of time. We want to fight other players not constantly having to turn around to take territory that we already took. Like I said I get a city could revolt to a division and kill them maybe but not a random province in the middle of nowhere it's no realistic please fix thank you

You mean like this random plains area with a population of 900,000?

Rebellions existing is not a broken thing. However, it has been stated that the strength required to suppress these revolts is high, and is to be lowered in the near future.

Perhaps that will help alleviate some of your concerns here.

so every province has around 900000? That would also be unrealistic

SirWayne wrote:

so every province has around 900000? That would also be unrealistic
How is it unrealistic? Seems about right for me.

I have not had an issue with the revolts. A pain, sure, but I garrison only those areas that I want to maintain and keep.

Unit upgrades: I noticed that when I upgrade a damaged unit, the unit morale is unchanged, but I am being charged 1/2 the manpower of the unit. In my opinion, if you are going to charge me the man poser the health should be bumped back up to 100%. If you are only going to give me upgraded equipment with the same men, only the material resources of Goods/Metal/Oil/Rare and Food should be charged. Even an increase of 50% to the unit morale would be acceptable being as I am incurring the manpower cost.

"A good plan, violently executed now, is better than a perfect plan next week." - General George S. Patton, Jr.
"Do, or do not. There is no try" - Yoda

RiverWolf74 wrote:

SirWayne wrote:

so every province has around 900000? That would also be unrealistic
How is it unrealistic? Seems about right for me.
900000? Per province maybe where your from but on the homefront that would be extremely inaccurate in most places.

SirWayne wrote:

RiverWolf74 wrote:

SirWayne wrote:

so every province has around 900000? That would also be unrealistic
How is it unrealistic? Seems about right for me.
900000? Per province maybe where your from but on the homefront that would be extremely inaccurate in most places.
Really? What do you think it should be then???

Peter Mat wrote:

I have not had an issue with the revolts. A pain, sure, but I garrison only those areas that I want to maintain and keep.

Unit upgrades: I noticed that when I upgrade a damaged unit, the unit morale is unchanged, but I am being charged 1/2 the manpower of the unit. In my opinion, if you are going to charge me the man poser the health should be bumped back up to 100%. If you are only going to give me upgraded equipment with the same men, only the material resources of Goods/Metal/Oil/Rare and Food should be charged. Even an increase of 50% to the unit morale would be acceptable being as I am incurring the manpower cost.

on the areas that you lose your at war with that country so you will have to go back and take it yet again.

All and all I think its exciting but losing troops in a rural province just isn't cool or fun and from my prospective unrealistic.

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