start of part 2
So what kind of solutions do I propose? Probably nothing that has not been mentioned before somewhere on the forum, if you can bare with me, read on.
Make research somewhat faster, because the research tree widens, a lot! starting with 13 researchable options and ending in 31. I think this could easily be done by making follow up research increasingly faster instead of slower. This should lead to players researching not only one unit because with the other following changes you will need more than just tactical bombers. It would offer some welcome room for my suggestions yet to come.
Since there is a gap for a unit that destroys buildings well and travels by land, I propose a new unit. The katyusha rocket artillery. Splitting the rocket as it is now into two units, rockets like they are now at level two and katyusha launchers. Both would be researchable after rockets level 1. Rockets would still have their huge range and huge power output for demolishing buildings, but would be much less effective against units. On the other hand the katyusha woulde be somewhat effective against infantry tech tree units and also with building demolishing capabilities. I imagine it would fire only once every 6,8 or 12 hours replicating both their slow reload rate as well as rockets fast build time, evening things out again. For the game this could also fit nicely into needed airport repair time. Range would be more than artillery and less than railroad guns maybe 130 or 140 km. It would require a rare metal upkeep, this would reflect rocket technology being used in a normal army branch. It should be able to do quite some damage to infantry, a lot to buildings, very little to armor and ships. Defensive values would be horrible of course, like with infantry artillery and rockets not yet fired. The capabillities it has against armor would be somewhat lost. But with tank destroyers and anti-tank guns around I think there are good solutions against armor already. It would fill up a niche position in the game that is not yet filled and makes building destroying a more feasible tactic/strategy. Their reload time would not be much of an issue if they are used to actually fire at forts and/or airfields to slow down your enemy. If needed they could surely also offer some support at bottleneck positions to addanother lair to the defences. One more reason to root for this has to be this, katyusha's are really cool.
Make tactical bombers and other airplanes less effective at multitasking. Narrow their patrol range and have them not take over each otherβs effective range (tactical bombers doing damage inside of interceptors their patrol range). Decrease their range.
In light of previous nerving I propose another new unit, the scout plane. It would have bigger range and patrol capabilities than other aircraft and be cheap. This makes interceptors have something to also be doing some home defense. And with more interceptors up (in reality not a lot probably). But it would mean less recourses could go into tactical bomber making since this way you would send them of blind without first scouting areas.
Make airplanes and rockets only be able to take of from airports that have 75% hit points instead of 50%. This should, combined with the possibility of another unit that can take out buildings make the advance of huge air fleets more troublesome.
Lower manpower requirements for infantry (the unit, not entire tech branch), I see no real need to use them in light of all I said above. Besides, armored brigades have infantry in them. No divisions ever were compiled of nothing but armored vehicles, something that the amount of required manpower now does not really show as much. Also since infantry is a cheap and bread and butter kind of unit I see no reason for it to be so expensive in manpower. This being said I think that militia needs this decrease in manpower even more. They are already weak enough as it is and since it was just people hiding out in the woods it makes sense that they are not as big as an actual army regiment. The reason I would vote for decreasing manpower cost for infantry instead of increasing manpower production overall is because it would simply be spend of other units. Infantry is to expensive in manpower compared to what you get for it (again looking at their unimpressive power gain with every level) and damage it does to other units. The manpower cost makes infantry the most expensive unit in the game. Since players do grow in manpower production throughout the game manpower is often not an issue late game. But that is precisely when no one bothers to make infantry anyway. Also, their better counterpart the motorized infantry already costs less manpower and actually does better damage.
Give anti-air a defense range. Even if they have a defense range of only 10 or 20 km in which they do 50% damage this would be a big help. One of the main reasons I think tactical bombers are somewhat overpowered is because their counter, anti-air, is forced to fight frontline battles, something it is not at all good at. They have to protect frontline troops from planes attacking while you are in a fight. This means that over the lengthy of a campaign they will always die down over time. So when you come to an actual enemy they need to be replaced. Along with other troops needing replacement the manpower issue comes into play here as well. This change could also make people use artillery more in the way it should be and make for multi layered battles that need a little more planning than it is now.
Anti-air, anti-tank and artillery need their speed buffs earlier in the upgrade tree. Players now just leave them behind because they are slow. I surely know this is each individual players own lack of tactical planning, I mention this more than anything since compared to airplanes, another gap gets wider this way.
I really like Call of War and the strategical play it offers. I would not like to see the game die down to people getting sick of every game just building a certain kind of unit as fast and in a big as possible quantities. For this I think Call of War needs a tweak, so that there will be more than just one way to win maps.
I sinceirly hope fellow players can see what I am trying to say, let me and the forum know what you think. I do not expect the call of war people to implement any ofthese suggestions. Though Iβd still like to know what people think.
With kind regards,
Edepedable

>> after 16 days of a map (which means 8 years war) infantry-class units should no longer run unprotected through the open terrain, but secure the terrain while sit in fortifications whereas armored units make the conquests.
), against big enemy air forces it's more usefull and efficient (both militarily and economically) if you deploy well mixed ground forces than to waste own planes in wear-out-air-battles ..
