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From CoW 1.0 to CoW 1.5

Call of War 1.5 is a new version of the game. It contains exciting new features and an overhauled balancing. Games which use the CoW 1.5 version are marked accordingly in the games list.

Below is an overview that explains which parts of the game changed from the old version (CoW 1.0) to the new version (CoW 1.5).

Unit production
CoW 1.0 CoW 1.5
Production buildings Nearly all units require an Industrial Complex to be produced. New production buildings were added to the game. Different tech branches need different buildings for production. E.g. Tanks require Tank Plant. Artillery requires Ordnance Foundry.
Urban focus Production buildings and units can be built anywhere. Production buildings and units can only be built in urban provinces.
Production categories Units are separated in production categories based on their armor class. Units are separated in production categories based on their production building. This makes building requirements easier to understand.
Production requirements Upgrading buildings is required to unlock production of higher unit levels. All units can be produced with the first production building level. Unit production time increases a lot for higher unit levels, so upgrading the production buildings is highly recommended to reduce production times.
Production time Upgrading the production buildings reduces unit production times unconditionally. Upgrading the production buildings reduces unit production times until the minimum production time of a unit is reached, at which point it is not reduced further. Each unit has a different minimum production time.
Buildings
CoW 1.0 CoW 1.5
New Buildings No new buildings. New buildings have been added and building roles have been revised. A list of all buildings:
Barracks, Tank Plant, Naval Base, Ordnance Foundry, Aircraft Factory, Secret Lab, Industry, Bunkers, Capitol, Infrastructure, Recruiting Station, Propaganda Office, Local Industry, Airstrip, Fortifications, Local Port.
Building effects Most buildings have multiple effects and benefits. Most buildings only have one or two effects and benefits. Effects and benefits are assigned to specific buildings, and new building types were added to grant specific benefits to provinces.
Province separation All buildings are available in urban and rural provinces. Certain buildings are only available in urban provinces (e.g. production buildings), while certain buildings are only available in rural provinces.
Hidden buildings All buildings are visible in fog of war. Buildings in fog of war are not visible to other players.
Resources
CoW 1.0 CoW 1.5
Resource distribution Resource production is distributed evenly regardless of the province type. ~75% of resource production is located in urban provinces and ~25% is located in rural provinces. Rural provinces produce relatively more manpower.
Production resources Units require for the most part the same resource types to be produced, across most tech branches, resulting in higher demand for specific resources. Different tech branches require different resource types, with resources spread more evenly across all units. Resource demand is more evened out.
Building resources Buildings require for the most part the same resource types to be constructed, resulting in higher demand for specific resources. Buildings require different resources with resources spread more evenly across all buildings. Resource demand is more evened out.
Research resources Research requires the same resources regardless of the unit. Researches require different resources depending on the production cost of a unit.
Unit balancing
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CoW 1.0 CoW 1.5
Unit roles Most units share similar roles in the game. Unit balancing has been changed a lot, with unit statistics changing for all units. Many units received distinct roles and are useful in different situations. A more distinct rock-paper-scissors balancing is in place. The unit description in the unit details provides hints how to use a unit.
Doctrine differences No Doctrines, unit statistics are the same across countries. Each country belongs to one of four Doctrines, which results in changes to unit statistics. On top of general buffs and debuffs that are applied to all units of a Doctrine, certain iconic units receive additional buffs to their statistics depending on the Doctrine.
New units No new units are available. Several new units have been added exclusively to the CoW 1.5 version, for example the Flying Bomb, Attack Bombers, Rocket Artillery and SP Rocket Artillery.
Nuclear units Nuclear Battleships, Nuclear Aircraft Carriers and Nuclear Submarines are available in the game. Nuclear sea units have been removed from the game for more historical consistency.
Unit abilities Standard abilities. Several units have altered abilities. Paratroopers can be converted back into a plane after dropping on a province, Rockets and Flying Bombs now deal damage to friendly units as well, several units receive full or terrain based stealth abilities, several units receive scout abilities against hidden land or sea units (see below).
Stealth and Scouting Stealth: Submarine, Scouts: Naval BomberStealth: Submarine, Commandos, Stealth on specific terrain: Militia, Paratrooper, Anti Tank, Tank Destroyer, Land scout: Armored Car, Motorized Infantry, Interceptor, Sea scout: Naval Bomber, Destroyer.
Armor classes Only one armor class exists for armored units. The "armored" class has been separated into light armor and heavy armor, to enable more unit roles and counters.
Research
CoW 1.0 CoW 1.5
Unit upgrading Units on the map upgrade automatically when a new level has been researched. Units on the map don't upgrade automatically. They can be manually upgraded to the highest currently researched level via a new unit command. Upgrading costs 50% of the resources and takes 50% of time that the target level requires for production.
Doctrine differences No Doctrines are available. Each country belongs to one of four Doctrines, which alters the day of availability of many units. Some units are unlocked later and some are unlocked earlier, depending on the Doctrine.
Nuclear Power The nuclear power research is required to research atomic bombs. The nuclear power research has been removed. Atomic Bombs can be researched directly at a higher price.
Other mechanics
CoW 1.0 CoW 1.5
Victory points Victory points are scattered across all province types. Victory points are concentrated in urban provinces.
Game End Timer Normal game rounds have no set end date. Event rounds have set end dates. All game rounds have a maximum runtime depending on the map size. Small maps: 5 weeks; medium maps: 7 weeks; big maps: 10 weeks. If not won earlier, the highest ranked player or coalition wins when the end date is reached.
Level progression The level progression for unit or building statistics as well as for unit costs or building costs is rather flat or non-existent. Nearly all statistics and costs for units and buildings follow a clear progression when leveling up, from cheap to expensive costs, from short to long times and from weak to strong statistics or effects.
War penalty A war penalty to province morale is applied when being at war with other nations. No war penalty is applied to province morale anymore.
Distance to capital The distance to capital morale penalty for provinces caps out at -40 but rises faster. The distance to capital morale penalty for provinces caps out at -30 and rises slower.
Expansion penalty No Expansion penalty. Provinces receive a morale penalty for conquering a lot of provinces. It goes as high as -40 for owning ~45% of the map.
Morale based build times Standard build times. When a province has less than 80% morale, build times in the province increase. The lower the province morale, the longer the build times.
Resource upkeep Provinces and some buildings have upkeep and drain resources. Provinces and buildings have no upkeep anymore. In turn the unit upkeep is increased and is now dependent on the unit production cost.
Stack limit The damage output of units is limited on a per unit type basis. When a certain number of the same unit types are part of the same army, the damage efficiency of these units is lowered. This limit varies for each unit type. The damage output of an army is regulated by a stack limit for the whole army. When more than 10 units are part of an army, no matter their type, the damage efficiency of the army is lowered and only the 10 strongest damage values are used per armor class.
Damage sharing When an army takes damage, the incoming damage is applied only to one unit per unit type, resulting in units dying one by one. When an army takes damage, the incoming damage is shared among all units of each unit type. Units only start to die when the condition for the whole unit type drops below 50%.
Combat intervals Ground combat happens every 60 minutes. Ground combat happens every 30 minutes.
Speed penalty Units are not slowed down when damaged. When the condition of a unit drops below 50%, its movement speed is lowered. When nearing 0% condition, the speed is reduced to 50%.
Battle results The combat results are rather unpredicable and the damage output of a unit can vary drastically, based on luck. The combat results are more predictable because the damage output of a unit can only vary within a range of +20% and -20%.
Graphics and usability No improvements. Various interfaces and graphics have been reworked and polished. Capitals and urban provinces now stand out more on the map, resource icons on the map are displayed in a cleaner style, the province list can be filtered for urban provinces, historical unit names are highlighted in the production menu, Doctrines are highlighted in various menus.

Even more features are about to come to the Call of War 1.5 version in future updates!