Call of War- Forum

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  • Attention, Generals!

    Time flies, as they say! Just like the fighters and bombers these days. The Germans are rearming, the Russians are on the move and the Royal Navy is on high alert! It looks like we are only hours away until war breaks out in Europe once again.

    Mobilize your troops and prepare yourself for whatever enemy you may face! “Rush for Europe” is a special event map which runs on breathtaking 6 times the speed of normal game rounds! Even the tiniest decision could have severe consequences at this pace. Experience the war for Europe in a way you have never seen it before!
    • Sign-up period: 2019/08/09, 11 AM CEST - 2019/08/13, 11 AM CEST
    • 6x speed
    • Starts-when-full
    • Free country selection
    • Advanced starting units (incl. armored cars, artilleries, anti tank, light tanks, infantries and anti air) are available from start
    • AI & human player peace period of 12 real-life hours
    • fixed runtime of 14 real life days after the game started (if not won earlier)
    If you want to participate in this event simply go to the game list: Within the sign-up period ( new event rounds will be created on demand and shown on top of the list of new games.

    We hope you enjoy the event and which you best of luck on the battlefield!

    Your Bytro Team

  • Attention, Generals!

    What will happen if all states in North America are armed with nuclear weapons? Who will be able to survive? Who will push the button first? The Doomsday Clock is ticking…

    In this scenario all states in North America have unlocked research up to nuclear devices and have equipped their armies with these most deadly weapons. Will you be able to unify the continent under your reign before nuclear winter is coming?

    Settings for the Doomsday event:
    • 50 player North America map
    • 1x speed
    • Starts when full
    • Random country selection
    • Max. game duration 4 weeks
    • Advanced starting units (incl. nuclear rockets and bombers) and researches are available from start
    • Completely developed urban provinces and partly developed rural provinces
    • AI & human player peace period of 24 real-life hours
    • fixed runtime of 28 real life days after the game started (if not won earlier)

    If you want to participate in this event simply go to the game list: Within the sign-up period (2019/08/02, 11 AM CEST - 2019/08/06, 11 AM CEST) new event rounds will be created on demand and shown on top of the list of new games. As soon as the map has started you will receive a notification to your inbox.

    We wish you good luck and much fun!

    Your Bytro team

  • Attention, Generals!

    Today we are introducing the new scenario rotation to Call of War! Starting today you will be able to join games from a list of 4 permanently available scenarios and 1 additional one from a pool of 5 scenarios. This extra scenario will change on a weekly basis.

    To celebrate the introduction all active players receive 14 days High Command for free!

    Why are we doing this? Our goal was to improve the player experience by increasing the activity across all running scenarios and increasing server performance. We analyzed which scenarios you like and play the most and which scenario are less popular. According to these findings we chose which scenarios will be available all the time, and which scenarios will make regular but temporary occurrences.

    We expect the new scenario rotation feature to significantly increase activity on all maps as it distributes all players over a smaller amount of different maps. The improved activity is less demanding on our servers and improves server performance as less maps need to be provided and less AIs need to be processed.

    Some of you might have noticed that Call of War has more than the 9 maps mentioned earlier. Based on our analysis we made the decision to retire those maps that are played less often in order to increase activity and performance and improve player experience. We know that some of you like these maps and we didn’t make this decision lightly, but in the end we came to the conclusion that the needs of the many outweigh the needs of the few. We are confident that the new scenario rotation will introduce players to new maps they haven’t played before and bring more variation in the players scenario mix. Retired scenarios might come back as events in the future though.

    The following scenarios will be available permanently:
    • Tutorial Mode - Clash of Nations
    • Europe - Clash of Nations
    • World at War
    • 1939 - Historical World War

    The following scenarios will rotate on a weekly basis:
    • America - Homefront
    • Pacific Conquest
    • Dominion Antarctica
    • Europa - Road to War
    • 1939 -Blitzkrieg

    The following scenarios will be retired:
    Tournament Island
    1941 - Mediterranean Theater
    The English Channel

    This week "America - Homefront" will be available in the scenario rotation, followed by "Dominion Antarctica" next week.

    Another change that will help to increase activity across all running scenarios is the limitation of game creation. With this change game creation will be limited to members of High Command. Members will be able to create 1 game every month. Game creation is not limited to scenarios that are currently in the rotation. This change will include internal alliance games. Alliance challenges are excluded from thesechanges.

    Fire Control Review

    two weeks ago we adjusted the fire control settings of units. As part ofthis adjustment we tweaked the Fire at Will mode in the way that units now block units of neutral nations or even open fire when in close range.

    We received a lot of feedback and concerns regarding the changes from you and we listened carefully. Due to your feedback we reviewed the adjustment and its behaviour in live game rounds within the team once more and concluded that we want to fix and improve these settings to be more in line with player expectations. We would like to thank each and everyone of you for sharing your constructive feedback from first hand experiences, as it helps us to continuously improve Call of War.

    Although we are dedicated to re-work the fire control settings as soon as possible, we would like to point out that it will take some time for the change to be developed and tested. We will release the changes in one of the upcoming releases. This means that it won't be an immediate fix and will take some weeks to be available in live games.

    Your Bytro Team

  • Attention Generals!

    With today’s release we introduce an adjustment to the aggressive fire mode of units. When switching to the aggressive fire mode units will open fire on any unit in range. This includes units of neutral countries and is not limited to units from countries you are currently at war with. Obviously your own units and those of your allies will be spared. There are several strategic benefits to this change. You can now setup naval blockades or prepare for intruders preemptively for example. But be careful, once you open fire on a unit of a neutral country, it will
    trigger war with this nation.

    As part of the adjustment we limited the aggressive fire mode to range units only. To counter this limitation all units will now block other units automatically when positioned somewhere.
    • Aggressive fire mode: Limited to range units. Units will bombard enemy and neutral units.
    • Fire at will (standard): Blocks and attacks close by neutral or enemy units, unless they have right of way.
    • Return fire /hold fire: Units pass each other without combat.
    The aggressive fire mode can be activated in the fire control, which is available to members of the high command. Membership to the high command can be purchased in the shop.

    Additionally to the aggressive fire mode update we also fixed some bugs. For details see the complete list of changes below:

    • The aggressive fire mode of units will now include opening fire on units from neutral countries.
    • We fixed an issue that caused submarines staying invisible during an attack when crossed by an enemy naval unit.
    • We fixed an issue for iOS and Android that caused an error message to appear on the screen when adding to a full building queue.
    • We fixed an issue that prevented payments via sms for some countries.
    We hope you can make good use of the aggressive fire mode and wish you best of luck on the battlefield!

    Your Bytro Team

  • Attention Generals!

    After several weeks of testing, we are releasing a major research balancing update to Call of War! Thanks to all our Frontline Pioneers for their extremely helpful feedback during the testing phase.

    Note: All of the following changes are now available in all newly started game rounds!

    The research balancing update is the first step of a general balancing review in Call of War. At later stages we will also review other aspects of the game (e.g. units and constructions). Today’s update will implement an overhaul of the research tree. It will increase game pacing and open up a wider variety of strategies for you to work with.

    We want players to experience more units in Call of War, including those which are available in the later stages of a game round. The updated research tree will also give you better options to counter enemy attacks.

    Here is how we are going to achieve all of that:

    Research is available earlier
    We want all players to be able to take advantage of as many units as possible. At the moment many iconic units can only be researched in the later stages of a game round. To give more players access to these units we are moving the day on which they are available for research to an earlier stage of the game. On average research time is being cut in half. Currently certain units can’t be researched until day 44. With the new changes you will be able to start researching those units on day 22 or even earlier.

    Adjustment of research time
    We are also adjusting the pacing of research in Call of War. This means that early research levels can be completed much faster, while later research levels will take much longer to complete. This adjustment will allow you to adapt your strategy much faster in case your opponents catch you off guard. Overall research will be more flexible than ever before.

    Costs reflect research pacing
    We are also adjusting the resource costs of research. With the new update costs will reflect research pacing. The more time it takes to finalize research on a technology, the higher the costs. While costs for early stages of research are cheaper than before, the more sophisticated technologies will need more time and therefore more resources to complete.

    Goods are replaced by food
    In tandem with the pacing adjustments we are also replacing all goods needed by research with food. We are doing this to better reflect the effort it takes to conduct research with gameplay mechanics. While food became important in later stages of a game round, players experienced a large surplus of food during earlier stages of the game. This change will give players means to invest the food they otherwise do not use.

    Reduced construction time
    Last but not least we reduced early construction times to support the increased research speed! For Infrastructure level 1 you will now only need 4 hours to complete construction, instead of the previous 24h. Air Bases level 1 will be completed within 8h instead of the previous 18h.To make the fast construction speed balanced we reduced the hitpoints of Infrastructure, Air Base, Barracks and Naval Base to 5, and reduced their economic ranking factors to 5 as well. We also changed the minimum condition at which Airbases and Infrastructures on level 1 become functioning to 5 out of 5 hitpoints.

    General Balancing Changes:
    • We increased Nuclear Rocket costs: Rare Material from 10,000 to 15,000 and Money from 30,000 to 35,000.
    • We normalized province resource consumption: Lowered Food consumption and raised Goods consumption.
    • We increased damage scaling per level of Anti Air. Old air damage levels: 5/6/7/8/10/12. New air damage levels: 5/6.5/8/9.5/11.5/14.
    • We increased damage scaling per level of Motorized Anti Air. Old air damage levels: 6/7.5/9/11/13. New air damage levels: 6.5/8/9.5/12/14.5.
    • We increased Research speed-up cost for 12h from 1,700 to 2,500 gold.
    • We increased Paratrooper range levels: Old range levels: 250/275/300/325. New range levels: 275/300/350/400.
    • We decreased Paratrooper production costs: Food from 1,000 to 500, Goods from 2,000 to 1,750, Manpower from 1,500 to 1,300.
    • We decreased production time of Paratrooper from 48h to 32h.
    • We decreased attacking damage of Mechanized Infantry against unarmored units from 7.5/8/8.5/8.75/9/9.5 to 6/7/8/8.5/9/9.5. Defending values are 50% higher.
    • We decreased attacked damage of Mechanized Infantry against armored units from 3.5/3.75/4/4.25/4.5/4.75 to 2/2.5/3/3.5/4/4.5. Defending values are 50% higher.
    Again, all these changes are only available in all newly started game rounds!

    Apart from the research balancing update we fix some bugs, too. For details see the complete list of changes below:

    Bug fixes:
    • We resolved an issue that led to unknown armies being unselectable near the fog of war border.
    • We resolved an issue that prevented users from deleting their account when using a browser.
    • We resolved an issue that caused the diplomacy trade window to be cut off on some mobile devices.
    • We resolved an