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News

  • New



    Resources Reforged is live now: Goods and Rare Materials are no longer available on newly created maps - Massive overhaul for the World map, adding Rivers around the globe to enhance gameplay.

    Goods and Rare Materials have been removed from the game! This change applies to all newly created game rounds. Please read our update news from last week for more information on this change.

    The Resource rework also comes with a balancing update to Industry buildings. We’ve slightly increased the initial build costs, but here’s the big payoff: Industry buildings now get a boost in production efficiency at higher levels. This means investing in urban production is a higher-stakes choice - but one that comes with even greater rewards!

    Further, we’re thrilled to announce that rivers have arrived on the World map! Following the updates to the European and North American scenarios, rivers now also flow through the World Scenario. They are transforming the battlefield with dangerous choke points and new, surprising routes for naval attacks. Dive in and explore the revamped World at War map, or get ready to experience these changes in the next Free For All event.

    For a closer look at all the changes please check out the detailed Release Notes and share your feedback with us right here on the Forums and on our Discord Server. Your Call of War Team


  • 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





  • We will be making important changes to the resource system in an upcoming update. Two resources - Goods and Rare Materials - will be removed from the game. These resources, previously acquired by conquering provinces, will no longer be part of your war economy.

    With fewer resources available, competition over the remaining three - Fuel, Food, and Steel - will become more intense, leading to heightened conflict and more meaningful economic choices. By making resources scarcer and more valuable, we give you a deeper, more rewarding strategic experience.



    As this shakes up the very fundamentals of Call of War, we want to give our loyal Frontline Pioneers plenty of time to test this update. This is why we have already made the changes available in newly created beta games.
    So start up a new beta map, and send us your feedback in our Discord server. This is your opportunity to influence how we iterate on the change before it hits the live servers for all players to enjoy!



    With the removal of Goods and Rare Materials, we’ve given all maps a shake-up by redistributing the remaining resources. Discover exciting new opportunities to expand your economic might. We’ve introduced two new setups for rural production: a 4-1-1 layout, where one resource is more plentiful than the others, and a balanced 2-2-2 layout, where all resources are equally available!




    To maintain overall cost balance, we also had another look at production costs. We used this opportunity to change the resource needs for different unit types. Before, similar units all used the same resources, but now there’s a lot more variety!

    For example, now Interceptors mainly need Food, Tactical Bombers rely on Oil, and Strategic Bombers use a mix of everything. This adds a fun twist to your build orders and trading with allies - planning ahead just got a whole lot more rewarding for the discerning strategist!

    We’re excited to see how you tackle these changes, and would love to hear your thoughts - make sure to share them with us right here or on our Discord.

    Your Call of War Team!



  • War Bonds balancing, new benefits included with Premium Account and bug fixes.

    Continuing on in our efforts to finetune War Bonds, we are making more impactful changes rto Call of War’s latest resource. On all newly created maps, players will now start with 5,000 War Bonds instead of the previous 10,000. This limits the amount of havoc that War Bonds can cause in the very beginning of the game, letting players settle in better when joining a map.
    Additionally, users with Premium Account will now enjoy a 20% increase to the production rate of their War Bonds. This means that the hourly production rate will go from 1,250 to 1,500, giving Premium users one additional special action per gameday.

    We also fixed a bug that caused units stationed in allied territory to automatically attack instead of defending when engaged by enemies. Now, these units will correctly use their defensive combat stats.

    Finally, we are in the process of implementing a moderation tool that automatically checks the newspaper for prohibited content. Please refer to our FAQ section on Helpshift if you have any questions about this change.

    For a closer look at all the changes please check out the detailed Release Notes and share your feedback with us right here on the Forums and on our Discord Server.

    Your Call of War Team


  • Map rebalance! The European map has received a major overhaul. Additionally, we are rolling out further balancing changes for War Bonds.

    Most of us have started their journey in Call of War on the European Map, and many great battles have been fought on this all time classic. So what more reason could we need to make some key changes to this timeless battlefield, making sure it can be enjoyed well into the future!



    The most striking change you’ll notice is the addition of major Rivers to the map. These create natural chokepoints all over the map, reshuffling the dynamics of troop movements and ideal placement of defensive positions. And even better, the new St Lawrence and Volga Rivers can be sailed by ships, allowing players to penetrate deep into the vast land masses at the edges of the map.
    The other major change is the addition of Belarus as an NPC nation. This creates more neutral territory in central Europe. This gives the neighboring countries some much needed breathing room during the start of the map.
    Further we changed the territory of the United Kingdom to be less spread out all over the map. For this reason we turned the territories of Bermuda and Melilla into new NPC nations.



    We also made some important changes to the balancing of War Bonds. We received a lot of feedback about healing being overtuned, making it too easy to save units on the retreat from ranged attacks. Therefore we’ve increased the cost of healing these units that benefit the most from this tactic:
    • Motorized Infantry
    • Armored Cars
    • Strategic Bombers
    • Tactical Bombers

    • Further we also increased the cost of the Instant Spy Actions “Reveal Local Army” and “Country Information” by 50% to make these actions less efficient.
      Finally we also reduced the amount of War Bonds available per gameday on the World at War and Free For All maps. This is a first test to see how a slower accumulation rate impacts gameplay. As always, the changes only apply to maps created after the update.

      For a closer look at all the changes please check out the detailed Release Notes and share your feedback with us right here on the Forums and on our Discord Server.

      Your Call of War Team