Guide to Economy

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    • Guide to Economy

      The Economy is the most important element of a war. All wars are economic, most notably so is World War 2. Coming out of the Great Depression, all countries had frail economies, which is particularly illustrated in the historic rounds. Generally, the economy is the base of your country. Not only do you feed your armies and people, you have the ability to grow your nation because of a strong home front. In this guide, we will walk you through the basics of Economy in Call of War and establish the main ways to effectively build your nation in order to win the game! Remember, one can have the best tactics, most loyal allies, and well researched units, but without resources to back them one is dead in the water.

      Call of War Economical Terms:
      • Resources -There are 5 resources in Call of War
        • Food - is consumed by your army and population as well as when units are upgraded. Barracks also consume this resource.
        • Goods - a resource required for building and units. Some is used by units daily.
        • Metal- a resource used in buildings and units
        • Oil - is consumed by your army as well as when units are upgraded. Naval Bases also consume this resource.
        • Rare Materials- A resource necessary for research and certain units.
      • Core Production : It is the production of resources that takes place within a core province. It is your production with modifiers or boosts. It is your economy at it's purest form.
      • Resource Provinces (RP) : Any province that produces resources.
      • Production Rate: This is the amount of a resource you produce in an hour. The bigger the number, the more resources you are producing in an hour. A negative rate will drain your resource reserves until they are zero.
      Economy Boosters

      • Infrastructure - In real life, Infrastructure is everything from roads to bridges. They are also the most effective boost to economy, with level 3 giving a 50% increase of Core Production in that province. Also, the infrastructure gives the same boost to units speed as resource production.
      • Industrial Complexes - In real life and in the game; Industrial Complexes are the factories that produce units as well as manufacture resources. There are 5 levels to Industrial Complexes, each adds an extra 10% of speed and resource production.
      • Naval Bases - These buildings give small boosts to resource production at the cost of oil. They also boost your disembarking times at the same rate as infrastructure.
      Other Mechanisms in the Economy

      • Money : As in the real world: Money makes the world go around. Buying resources, making deals and producing units are all essential purposed of money. Cash is essential to a victory and one can accumulate millions throughout the game.
      • Stock Market : The Stock Market, in real life, is an ever-changing exchange and flow of goods between countries and companies. The prices of resources in the game's Stock Market are always changing, though at the beginning of the round AIs offer a good deal for a lot of resources.
      • Invading : When one is short on a certain resource, one can always invade an enemy province that contains a resource. One thing to remember is captured provinces only produce resources at 25% efficiency.
      • Morale : Morale is very important as it affects your economy. In your core province, your economy rarely dips below 90%. The higher morale you have, the more resources you will produce. Building infrastructure or fortications can counter this problem.
      Negative Production Rate Your economy is running smoothly, and your people are happy. But a small problem crops up: your production is in the red. What do you do?

      1. There are 2 buildings that actually drain your resources : Barracks and Naval Bases. The naval bases do produce resources, but they drain oil at the same time. Luckily, these buildings can be deactivated in the setting.
      2. Build Economy Boosters in RPs : It may take a while, but eventually your Production Rate will become Positive if you build them in high producing RPs.
      3. Slow down the invasion : Sometimes your economy can simply not support a blitzkrieg. Consider slowing down the invasion until your economy can catch up.
      4. Buy from the Stock Market : Doing this will create a buffer between your resource count and 0.
      5. FOR EXTREME CASES ONLY : Suicide missions. I'm not joking. Group up some infantry, artillery, militia and food/oil hungry units and march them into a small AI country's borders and let them all die. Also start to consider producing less costly units. Another option is to try to sell them to an ally.
      Timeline- There are many different methods to building a strong Economy. This is one example.

      DAY 1- Your first step in a map should be to begin to build an economy, that said this is our preferred method.
      • Resource Purchases - You should buy some resources on the Stock Market while it's still cheap. Get the stuff you think you need to stock up on while also saving money for unit production and building Economy Boosters.
      • Build Barracks- I personally don't build but 1 or two barracks; one in the capital and one inland.
      • Build Naval Bases in resource producing coastal provinces.
      • Build Infrastructure in all of your main RPs. This will give you a leg up over other players.
      • Pick one large building to build, airports, industrial complexs or fortications,
      DAY 2-4

      • Industrial Complex should be upgraded to level 2 at this time.
      • Level 2 Naval Bases and Infrastructure should be begun to be built.
      • Shut down all Barracks except the one in the Capitol.
      • Consider maybe one province where an Industrial Complex would be useful IF you have a lot of extra Rare Materials.
      Day 5-8

      • Infrastructure should be at Level 2.
      • Level 3 Naval Bases and Industrial Complexes should be under construction as well as Level 2 Barracks in Capitol.
      Day 8-16

      • Infrastructure should be at Level 3.
      • Industrial Complex should be at Level 3.
      Day 16-24

      • Begin building new Industrial Complex in oil and food provinces, if they are not already being built.
      I hope this guide helps, if you have comments, please leave them below.

      -General Nightman, Intelligence Division
      -GGBugh, Review Division
      -Ependable, Support Division
      -Attacker101, Support Division
      General Nightman

      Retired Hero

      "War is fought in three ways. Helping your enemy to lose, helping your allies to victory or helping yourself to win. Any way you take it, you are always helping someone."

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

    • Just wanted to thank the player who helped out with writing this guide and critiquing it before it went live.
      It added a lot the post, thanks.
      General Nightman

      Retired Hero

      "War is fought in three ways. Helping your enemy to lose, helping your allies to victory or helping yourself to win. Any way you take it, you are always helping someone."
    • I've seen it, it was part of my initial research when I joined the game.
      I may produce some duplicate guides; they're not meant to upstart anybody, their just a different view.
      General Nightman

      Retired Hero

      "War is fought in three ways. Helping your enemy to lose, helping your allies to victory or helping yourself to win. Any way you take it, you are always helping someone."