Resources Reforged - Live soon!



After careful consideration and four weeks of extensive testing with the community, we’re moving forward with an update to streamline the resource system in Call of War. As part of this, two resources - Goods and Rare Materials - will be removed from the game with the next update.

We understand this change is significant, especially for veteran players who value the depth of a complex resource economy. Our goal is to enrich the gameplay experience for all players. By simplifying resources, the game becomes more approachable for new players, while ensuring every choice remains impactful and rewarding for experienced players.

Meaningful choices and strategic depth

All provinces that produced the removed resources have been rebalanced to produce one of the remaining resources. We reworked resource production with balance in mind, making sure that the overall material output remains the same. So while the overall number of resources will change, the availability of resources to build up your nation remains the same.

This update is not just about simplifying gameplay - it’s about evolving it to create more meaningful decisions. This is why we redistributed the production costs of units. Where previously some tech trees had a bias towards specific resources, now there is greater variety. This makes unit build choices more impactful, creating a new layer of strategic depth to be explored. Especially in team play, resource allocation within coalitions will now take on a whole new level of importance.

Adjustments based on community feedback

Thanks to feedback from our dedicated Frontline Pioneers, we've made several important adjustments to ensure the rebalance feels authentic and remains anchored in the historic setting of the game.

    • Production costs were fine-tuned
    • Iterated on Building costs, creating more varied gameplay options
    • Refined the rural production on some maps to avoid balancing issues with the various doctrines
    • Rebalanced the efficiency of Urban Industry to open up exciting new opportunities for players to fuel their war machines, adding more depth to gameplay
    • There was an unintended creep in Manpower costs when building units. Now the overall MP costs are on the same level as before.
Your input was instrumental in shaping this update, and we hope these changes create a dynamic and competitive experience for all.

Booster Cards

All existing Goods and Rare Material Booster Cards in your inventory will be converted to Money Booster Cards of an equivalent value. This way you can make your own choice on which resources you want to invest in via the Stock Market. This conversion will take place in the upcoming weeks. We will follow up with more information once we start the conversion process.

Your Call of War Team



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my resources every game seem like 20k food 180k metal 30k oil LOL noone wants metal I want to sell them I want to trade them I dont want more metal

Develop conquered cities with the resource you are lacking. It only gives you 25% output of a core, but it adds up.

Anyways, mid game, a well balanced army required approx the same of each resource. That has not really changed.

Late game you will always have surplusses of something and shortage of another, but that is actually a luxury problem of wanting to do more.

When I get stuck with a stock of something, I either change my unit production to fit what I have or I trade 30 to 1 with AI on the market.

The new rss-system doesn't change that.

What has changed is that the new system is another downgrade of the game's intrinsically important features, which made the game attractive.

Another attraction gone out the window.

No important updates (like why can't we abandon unwanted units? why don't planes fly 2x the attack radius in transport? etc.) for years.

Silly Warbond magic was added though (lost 4 airfields to WBs today, forcing a landing elsewhere, where the field was also sabotaged again and planes got stuck and then were attacked by ACs, costing me a shyteload of planes. F#ck the WB magic that is now in every game and has NOTHING to do with strategy...)

Of all dumbification updates, the rss-update is very annoying indeed, but less harmful to the strategy element than the WB update.

It is that I still have a long time of HC, but otherwise I probably would give up on COW now :(

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"We can be wrong & we can know this and still do both" - a random Gen-Z, politician or gaming company CEO

Extrapolating the negative developments, we will end up with 1 resource, 1 unit type and 1 province in a few years.

Additionally, there will be no need for constructions, because you will only be able to buy whatever you need with WBs.

The last update will be that Victory can be bought from an auction.

With that last update, finally the game will be simplified enough and fast enough and the Victory auction will be spinned as 'strategy' too, because even though it only requires a few fast taps on the phone screen, these still have to be placed timely and for the correct amount.

STOP THE DUMBIFICATION in favor of P2W & fly-by phone players!
SENIOR REFLECTION MANAGER
CHIEF EDITOR of The-Only-True-Truth(TM)
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"We can be wrong & we can know this and still do both" - a random Gen-Z, politician or gaming company CEO

vonlettowvorbeck wrote:

Develop conquered cities with the resource you are lacking. It only gives you 25% output of a core, but it adds up.

Anyways, mid game, a well balanced army required approx the same of each resource. That has not really changed.

Late game you will always have surplusses of something and shortage of another, but that is actually a luxury problem of wanting to do more.

When I get stuck with a stock of something, I either change my unit production to fit what I have or I trade 30 to 1 with AI on the market.

The new rss-system doesn't change that.

What has changed is that the new system is another downgrade of the game's intrinsically important features, which made the game attractive.

Another attraction gone out the window.

No important updates (like why can't we abandon unwanted units? why don't planes fly 2x the attack radius in transport? etc.) for years.

Silly Warbond magic was added though (lost 4 airfields to WBs today, forcing a landing elsewhere, where the field was also sabotaged again and planes got stuck and then were attacked by ACs, costing me a shyteload of planes. F#ck the WB magic that is now in every game and has NOTHING to do with strategy...)

Of all dumbification updates, the rss-update is very annoying indeed, but less harmful to the strategy element than the WB update.

It is that I still have a long time of HC, but otherwise I probably would give up on COW now :(

even you have 100 planes you cant move anywhere at game , for example while playing with greece I filled all core cities with anti airs and buildings even propaganda offices infastructures fortress etc. I can use only strategic bombers to bomb somewhere at mediterrenean and cant move anywhere because they destroy my airstrips and I'm stuck at mediterrenean , need aircraft carries to go somewhere I hate from airstrips , now people at least have 20 strategic bombers every game and trying to bomb other guy from his core provinces , even you have 1 province you produce same war bonds a player who escaped to a pacific island and use his war bonds to only give damage your buildings

it feels like more war of war bonds and strategic bombers

when you fought against a coalition 18k is nothing for them so helping to teammates at their provinces with planes impossible , going solo win with planes impossible

shortly everyone need carriers now and more protection at their core provinces

cycle9 wrote:

Troop movement is slower.

Denials by the bystro staff constitute the age old saying:

"The bigger the lie, the more people will believe it."

Unit movement speed was not changed.

Undaunted wrote:

my resources every game seem like 20k food 180k metal 30k oil LOL noone wants metal I want to sell them I want to trade them I dont want more metal
There will be another update to tweak resource costs a bit, shift stuff around based on the feedback.

I offered 50k metal for a non core city to my team mate and he refused it

every player have many metal and cant spend it , you have to produce level 4 heavy tanks to use them or produce nuclear rockets without stop

metal price is only 3 at market , oil and food are 30

vonlettowvorbeck wrote:

General Sherman wrote:

vonlettowvorbeck wrote:

STOP THE DUMBIFICATION in favor of P2W & 12yr old fly-by phone players!

START MARKETING THIS GAME CORRECTLY!

Premium/High Command should be the main source of Bytro's revenue.
Get 1% to pay 90€/year and keep a few gold features => Bytro would easily make 2-3 million/yr on COW alone.
COW can be your CashCOW!
I live in the US - do you know how much a 1-year HC subscription is in Euros?I assume most CoW players live in the Eurozone, as Bytro is a German company, and most of the languages offered are European.
As mentioned in my footnotes with the posts, HC could be raised to about € 90/yr. That would make some $ 100/yr in the USA at an exchange rate of about € 1.00 for $ 1.10

Nobody now having HC would drop it because of a € 30/year increase. That is less than € 3.00/month more than now with HC at € 15 for 3 months.

For new HC buyers €18 per 3 months would not scare them off.

I agree, $100 a year for HC is a great price. Maybe they could also offer it for $10 or $15 a month, or other smaller amounts of time.

Bandersnatch wrote:

General Sherman wrote:

@Geden I noticed that the costs of pretty much everything (buildings, units, research, etc) have increased significantly. This creates a major resource shortage especially in the early game (days 1-5). I suggest that the resource production of core cities be increased, maybe from 6,000 to 8,000 per city, to mitigate the resource shortage.
I think that's because now we have less resources to start the game with, so they run out quicker.
I notice that also. I think they should either increase starting resource counts or slightly increase resource production per province.

cycle9 wrote:

Troop movement is slower.
Troop movement speed was not changed.

General Sherman wrote:

vonlettowvorbeck wrote:

General Sherman wrote:

vonlettowvorbeck wrote:

STOP THE DUMBIFICATION in favor of P2W & 12yr old fly-by phone players!

START MARKETING THIS GAME CORRECTLY!

Premium/High Command should be the main source of Bytro's revenue.

Get 1% to pay 90€/year and keep a few gold features => Bytro would easily make 2-3 million/yr on COW alone. COW can be your CashCOW!

I live in the US - do you know how much a 1-year HC subscription is in Euros?I assume most CoW players live in the Eurozone, as Bytro is a German company, and most of the languages offered are European.
As mentioned in my footnotes with the posts, HC could be raised to about € 90/yr. That would make some $ 100/yr in the USA at an exchange rate of about € 1.00 for $ 1.10Nobody now having HC would drop it because of a € 30/year increase. That is less than € 3.00/month more than now with HC at € 15 for 3 months.

For new HC buyers €18 per 3 months would not scare them off.

I agree, $100 a year for HC is a great price. Maybe they could also offer it for $10 or $15 a month, or other smaller amounts of time.
The largest package you can by in the Shop here is (if I am correct) the 93 days, so, say 3 months.

For a year you just buy 4 packages amounting to 4x €15 (or 1€ less if from the phone shop). This gives you a year at about 60€ or some 63 to 66$, depending the exchange rate; but maybe the price is fixed in $$.

But there are smaller packages for shorter periods.

I am quite convinced that loyal players will have no issue paying 90€/100$ per year, provided Bytro goes for quality and stops the dumbification.

This rss-update for instance, just made a number of units obsolete. The way I play, I need:

- Oil for almost everything. I need it for Constructions like Industry, Tank & Aircraft Factories etc and Units like ACs, Aircraft. And Research ofc.

- Food; initially a lot for Local Industry (bc no one will develop Local Industry in conquered terrritory, so that need expires soon enough) and then mostly for Artillery and Aircraft.

- Metal: City Industry all the game, as I will attempt to develop some Oil on conquered cities, if investment will be earned back in time, but mostly for ACs and Aircraft and upgrading their facilities. I try to avoid needing a navy, so I don't have metal need there.

So Oil for basically everything, Food a lot and Metal is the least issue.

Since all investments of Oil go into more Oil production, Research and Oil consuming, crucial units, my Metal and Food production drags a bit.

Hence I would be entirely stupid to produce Infantery with the same resources as Artillery.

Infantery is therefore now an obsolete unit and I just take care not to waste the ones I have from start.

Rocket Artillery is another unit that fully drops out of the spectrum of usefullness, because it requires the same but more resources as Artillery, but it offers not much of an advantage when considering the accumulated cost of the production facilities, ressearch and units. It is economically far better to not develop the tech and not build the Secret Lab and get more Artillery instead. RA is thus obsolete too.

As posted earlier, the game has been dumbified again:

- construction choices have been limited,

- production choices have been limited,

- need for creativity with rss is out the window

- several units have become totally uninteresting

As @freezy mentioned, the KPI's after the change look promising.

I cannot judge that statement w/o insight in the numbers to which I have no claim.

Ofc I am also not a gaming-biz specialist and can't apply any knowledge other than from the business I am from and common sense. What I can judge are the games I am in and there I see no change in inactivity nor more golders.

But then again, that is just small sample population.

So, heck, yeah, I pray Bytro is making more money. So much more that it can stop any further dumbification projects and maybe in the future can even work on making the game more interesting again.

Just as a statement of fact: I normally lose more men to AI than to humans; except for the games where I get my ass handend to me. The latter games, where I meet quality opponents and sometimes lose, are by far the more interesting ones. It is for those games that I play CoW.

However, the dumbification projects have not lead to an increase of difficult games.

UserXYZ will still only hang on for a few hours or a day or 2 at most and leaves, never to return to CoW.

Even dumbified to the core, this game is still slow and 'complicated' for UserXYZ.

Hence some 14 million registered accounts with 0 scores.

The latter alone proves that marketing is now the problem and also can be the key to improvement by attrracting the right crowd (which is not a 12yr old, phone tapping dimwit, looking for fiery explosions in quick action...for max a week, before hopping to a new game).

STOP THE DUMBIFICATION in favor of P2W & fly-by phone players!
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vonlettowvorbeck wrote:

So Oil for basically everything, Food a lot and Metal is the least issue.
As mentioned above that should be alleviated a bit with some coming tweaks, so hope it helps with some of your points.

As for the rest regarding marketing, premium account etc: Yes I have read it, not hard to miss since you have probably repeated that at least 5 times now, I even commented on it in another thread :D So won't comment on it again.

freezy wrote:

vonlettowvorbeck wrote:

So Oil for basically everything, Food a lot and Metal is the least issue.
As mentioned above that should be alleviated a bit with some coming tweaks, so hope it helps with some of your points.As for the rest regarding marketing, premium account etc: Yes I have read it, not hard to miss since you have probably repeated that at least 5 times now, I even commented on it in another thread :D So won't comment on it again.
Noted! And not expecting miracles...but one can dream.

One of the admireable aspects of Bytro's work on this game, was that the game was so well designed that basically everything was possible for every country on every map with every combination of units if resources were used right. Also, to every threat there used to be an equally good answer if you thought it through (which means you guys did).

It seems we are losing that a bit.

Waiting to see how rss and/or costs of production&construction will be rebalanced. Hoping it will somewhat change the reduction of choices to be made in the variety of options there used to be.

STOP THE DUMBIFICATION in favor of P2W & fly-by phone players!
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CHIEF EDITOR of The-Only-True-Truth(TM)
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"We can be wrong & we can know this and still do both" - a random Gen-Z, politician or gaming company CEO

Erecon wrote:

Komrade Khrushchev wrote:

I have no idea why they made WB production lower on the W@W map only.
Oh I think its because of more big spenders on these maps, dont see big spenders often on the smaller or HWW2 maps.
Well of course there would be, because there are more players period.

World at War: 100 p > 22 p Clash of Nations

World at War: 100 p > 10 p Blitzkrieg

World at War: 100 p > 73 p HWW

World at War: 100 p > 46 p America Homefront

World at War: 100 p > 50 p Pacific Conquest

The more players in a round, generally more golders will be in the round. That's basic grade school knowledge.

WaW has been plagued by golders since forever.

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RETIRED ELECTION MANAGER

freezy wrote:

vonlettowvorbeck wrote:

So Oil for basically everything, Food a lot and Metal is the least issue.
As mentioned above that should be alleviated a bit with some coming tweaks, so hope it helps with some of your points.As for the rest regarding marketing, premium account etc: Yes I have read it, not hard to miss since you have probably repeated that at least 5 times now, I even commented on it in another thread :D So won't comment on it again.
Some constructive criticism regarding recent updates:

  • I personally feel that the UI change regarding the unit HP bars makes it harder to tell how much relative HP a unit/stack has, especially when both bars are green. But maybe that's just a me problem, maybe most people like it.
  • Rivers should not have been implemented unless A) ships could sail through them and B) players could build a bridge for land units to travel across if they own the provinces on both sides of the river, for example:Forum attachmentif a player owns both Murdo and Huron they should be able to build a bridge so they can get units directly from one province to the other.
  • There should be a daily cap as to the amount of war bonds that can be spent per day. I've now come across about 5 scenarios where players just sit around and do nothing for 10 days, and when I attack them they empty out their WB cache to instantly produce dozens of magical units.
Thank you for your time.

Resource balance is totally out of whack.

3,1 k food for research of artillery level 1? This would be doable if it wasn't because almost EVERYTHING else also requires food.

Who on Earth thought this to be a good idea? And why was it not addressed immediately when the resource system was changed?

NoobNoobTrain wrote:

Resource balance is totally out of whack.

3,1 k food for research of artillery level 1? This would be doable if it wasn't because almost EVERYTHING else also requires food.

Who on Earth thought this to be a good idea? And why was it not addressed immediately when the resource system was changed?

if you worry about this too much wait 1 week to join a new game , watch advertisements and use your booster resource cards at the beginning of game

No shit, Sherlock?

Something was just updated today, but I don't see any changelog?

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