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morale far from home.

I am canada on the 10 player europe map. I am allied with the United states whom after a short civil war are 1.

On mainland europe 1 alliance is taking all the land but spreading their units thin to non-existance. So it is time for us to attack. We start at gibraltar, i take afrika, my ally takes france and spain. (i now know we should have turned that around, but we did this because i had the biggest army and expected to meet the biggest opposition in afrika)

Afrika seems irrepairable. Morale is 25% and dropping. So i start looking into those numbers and find out that each of my country gets:

-5 per hostile neighbour

-5 per neighbour owned by myself. (depending on morale, but since they are keeping eachother down, its -5 with rare exceptions at -4 )

0 per neighbour owned by my ally.

With this math, it seems i cannot even keep them happy by forcing it up artificially without making investments in forts and infrastructure that is absolutely not worth it on a small map like this that should be dicided in a few weeks. If i would increase morale by 10 across the board, they all give eachother -4 instead of -5, having an average of say 5 borders, that means each country will get around 5 less negative points. With morale now being 10 higher, the difference between current value and "set point" only grows and they will keep dropping.

(with set point i mean the target value that it is moving towards, which is judging by the values all over the map, simply 100 adjusted by all the values you see given.)

So is swapping lands with my ally to form a chessboard pattern and thus minimize the amount of neighbouring countries owned by myself the solution ? I havent seen other people do it yet. Then again, i havent seen anyone do anything but totally stupid and/or inactive stuff...

5 Replies

You can only do 3 hings. move your capital to Africa but that won’t be good because then you!d have low morale in your core provinces. Or you just keep conquering in Africa and try to make your neighbors further away, which should increase morale. Build forts in keep provinces that you want morale to increase in.

If I had Canadian Soldiers, American Technology, and British Officers, I would rule the world. -Winston Churchill
FORUM GANG Second Lieutenant
CALL OF WAR TECHNICIAN THIRD GRADE

Killer8282 wrote:

try to make your neighbors further away, which should increase morale. Build forts in keep provinces that you want morale to increase in.
With neighbours i mean the ones i own. Thats the silly thing, neighbouring provinces i own are equally bad as hostile provinces. But not allied provinces, those have no effect.

But i already found out, i can only give away 1 province per day. So next time i will have to coordinate this during conquest.

ArjenSmit79 wrote:

Thats the silly thing ...
Yeah, but that's the game :00008185:

The morale system as well as some other game settings are to ensure that it's not too easy to quickly rush over the map ..

.. so, either your stategy is good enough to quickly conquer the world before your empire burns down under your ass, or you have to do slower and secure and stabilize new territories before continuing to conquer.

Without such "time brakes" a browser game, where participants are online different times and durations, would not be playable fairly and in a balanced manner.

>> forum.callofwar.com/-complete-guide-to-rebellions-and-province-morale <<

Browser games are an ingenious business idea to lure out money ..
..... >> more or less cleverly camouflaged as a real game <<
.... .. so beware of caltrops, spring-guns and booby traps.
Warning! Texts above this signature may contain traces of irony! :D

interesting link and links within that link.

Sure, that's the essence of the game!

The morale system, alongside other game settings, is designed to prevent quick map rushes. It forces players to strategize: either they conquer swiftly and manage the risks of potential chaos, or they opt for a slower, more stable expansion by securing new territories before advancing further.

These "time brakes" are essential in a browser game where participants are online at different times and for varying durations. They ensure fair and balanced gameplay, making the experience enjoyable for everyone involved.

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