Non-Core to Core

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    • EZ Dolittle wrote:

      ..
      Where do I find that again? 8|
      You can not find that because Call of War has never had it.

      Core provinces always remain core provinces of their motherland, for another owner it always remains non-core provinces.
      On the map, click the "i"nfo icon next to your flag in the upper left corner.

      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. :00008185:
      Warning! Texts above this signature may contain traces of irony! :D
    • Kanaris wrote:

      ..
      Not sure why its not possible in CoW I think it would be a good addition.
      The only difference from non-core to core provinces is their lower resource productivity at a constant consumption.

      And that is the reason why a conversion to core provinces is not possible here ..
      .."has its sinn and is even important for the game so that it at all can work halfway reasonably as a multi-member-long-term-strategic-browser-game; where players are usually online at different times.
      In addition with other adjustments it works as a kind of "time-brake" for the gameplay"..

      .. it forces to take care for supply and morale of conquered provinces, what takes time because it requires building constructions and/or their extension, and thereby it creates a balance between players with different online times.

      Without such "time-brakes" players who starts early in the morning and/or are much more online would have a too hughe advantage as players which can only play the map in the evening after work (in exaggerated sense :00008185: ).

      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. :00008185:
      Warning! Texts above this signature may contain traces of irony! :D

      The post was edited 1 time, last by Restrisiko ().

    • I am not sure I understand your meaning. As you stated the only difference between core and non core is the production/hour

      If one person is more active than another person resources are not lost they are accumulated so when ever the less active person logs in he can still use them
    • In easy words:

      If a non-core malus did not exist, always most time the winner will be, who plays / conquers more quickly. Then we would have an action game.

      The non-core malus makes it necessary to adapt the speed of conquests to the daily supply and morale of the conquered provinces. By that we have a strategy game.

      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. :00008185:
      Warning! Texts above this signature may contain traces of irony! :D
    • Another way to look at it is this:

      The bigger they are, the harder they fall!


      With the non core production penalty it gives a balance that players who own 40% of the map may not have double the economy of a player who owns 20% of the map. This enables a large player to be attacked and even conquered.




      In the sister game S1914 there is no difference between core and non core. This gives a larger country a much more significant advantage over the underdog, so there is no strategy in building slowly and quietly it is simply a race to get as big as you can before the other players.
      War is a game that is played with a smile. If you can't smile, grin. If you can't grin keep out of the way til you can. - Winston Churchill



      VorlonFCW
      Retired from Bytro staff as of November 30, 2020.

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