Call of War 1.5 - Urban Provinces & New Buildings

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  • Call of War 1.5 - Urban Provinces & New Buildings

    Attention Generals!


    We already mentioned that Call of War 1.5 brings major updates and changes to the game, which we will test in events. Today we will present you with the first details on these changes. Let’s start with the changes to buildings and to urban provinces!


    Urban provinces are the industrial hearts of all states and we feel this should be represented in Call of War as well. With Call of War 1.5 urban provinces will be the only places where units and their respective production buildings can be built. Additionally resources and victory points will be concentrated in urban provinces for the most part. This will drastically increase the strategic importance of these provinces. To visualize this new importance urban provinces will occur bigger and more dominant on the map. In the first CoW1.5 event, which will take place on the 22 player map, all nations will also have the same amount of resources of each type, to give all players complete freedom in choosing the strategy they want to employ. This may change later on though.


    But that is not all. Another change concerns the role of buildings in the game. Different unit classes, like tanks or airplanes, will now have their own production building. For that we will change roles of existing buildings and also add new buildings to the game. These buildings need to be upgraded to produce more advanced unit levels of the respective branch. Building effects will also be revised, and some buildings will only be buildable in urban provinces, while some only in rural provinces.


    Although proper opinions can only be formed in a practical test we are already eager to hear your theoretical feedback. When you share your feedback it helps us a lot when you give us details on gameplay scenarios you experienced where you could imagine something works well or not so well. We will keep an eye on this and future forum threads to make Call of War 1.5 a great experience for all of us once the series of tests is over.


    Next time we will give you more details on balancing and mechanics changes in Call of War 1.5.


    Your Bytro Team

    More details:

    Urban province changes:
    • Urbans contain 75% of all main resources.
    • Each urban province of a player contains a different main resource.
    • Urbans contain the same amount of each main resource.
    • All victory points are located in urbans, 10 per province.
    • Increased size of urbans on the map.
    • Rural provinces produce mainly manpower and money.


    Building changes:
    • Removed the existing requirements for the Industrial Complex building, as all units have their very own production buildings.
    • Renamed various buildings and changed their effects (see list below).
    • Added several buildings (see list below).
    • Changed costs of all buildings.
    • Removed building upkeep costs.
    • All buildings in urban provinces have 5 levels, except the Capitol with 1 level.
    • All buildings in rural provinces have 3 levels.
    • The Nuclear Reactor is removed from the game.
    • As we are still testing the building changes, the icons and Art for buildings are not yet finalized and will be reworked later.
    • Upgrading unit production buildings no longer gives a bonus to production speed, instead upgrading is needed to produce higher unit levels and to increase other bonuses.
    • In the first Event all urban provinces start with a Tank Plant level 1, due to programming constraints. In later Events provinces start with no buildings.
    • Production and research categories remain the same in the first Event, but will be expanded in later Events to give each production building its own production and research tab.


    List of Buildings in urbans:
    • Barracks - Produces all Infantry type units. Improves province morale slightly.
    • Tank Plant - Produces all Tank type units. Improves province morale slightly.
    • Ordnance Foundry - Produces all support units with usually bigger calibers, like artillery. Improves province morale slightly.
    • Aircraft Factory - Produces all regular air type units. Improves province morale slightly. Allows aircraft to start or land and improves refueling times.
    • Naval Base - Produces all Ship type units. Improves province morale slightly. Improves embarking and disembarking times.
    • Secret Lab - Produces all Secret type units. Improves province morale slightly.
    • Industry - Increase resource production, manpower production and money production.
    • Bunkers - grants defense bonus to stationed armies.
    • Capitol - Centre of a nation, used to calculate distance to provinces.


    List of Buildings in rurals:
    • Local Industry - Increase resource production, manpower production and money production.
    • Fortifications - grants defense bonus to stationed armies.
    • Infrastructure - Increases movement speed of all units traveling through the province, increases province morale.
    • Airstrip - Allows aircraft to start or land and improves refueling times.


    More details follow in the next Dev Diary.
  • Akiar wrote:

    Attention Generals!


    We already mentioned that Call of War 1.5 brings major updates and changes to the game, which we will test in events. Today we will present you with the first details on these changes. Let’s start with the changes to buildings and to urban provinces!


    Urban provinces are the industrial hearts of all states and we feel this should be represented in Call of War as well. With Call of War 1.5 urban provinces will be the only places where units and their respective production buildings can be built. Additionally resources and victory points will be concentrated in urban provinces for the most part. This will drastically increase the strategic importance of these provinces. To visualize this new importance urban provinces will occur bigger and more dominant on the map. In the first CoW1.5 event, which will take place on the 22 player map, all nations will also have the same amount of resources of each type, to give all players complete freedom in choosing the strategy they want to employ. This may change later on though.


    But that is not all. Another change concerns the role of buildings in the game. Different unit classes, like tanks or airplanes, will now have their own production building. For that we will change roles of existing buildings and also add new buildings to the game. These buildings need to be upgraded to produce more advanced unit levels of the respective branch. Building effects will also be revised, and some buildings will only be buildable in urban provinces, while some only in rural provinces.


    Although proper opinions can only be formed in a practical test we are already eager to hear your theoretical feedback. When you share your feedback it helps us a lot when you give us details on gameplay scenarios you experienced where you could imagine something works well or not so well. We will keep an eye on this and future forum threads to make Call of War 1.5 a great experience for all of us once the series of tests is over.


    Next time we will give you more details on balancing and mechanics changes in Call of War 1.5.


    Your Bytro Team

    More details:

    Urban province changes:
    • Urbans contain 75% of all main resources.
    • Each urban province of a player contains a different main resource.
    • Urbans contain the same amount of each main resource.
    • All victory points are located in urbans, 10 per province.
    • Increased size of urbans on the map.
    • Rural provinces produce mainly manpower and money.


    Building changes:
    • Removed the existing requirements for the Industrial Complex building, as all units have their very own production buildings.
    • Renamed various buildings and changed their effects (see list below).
    • Added several buildings (see list below).
    • Changed costs of all buildings.
    • Removed building upkeep costs.
    • All buildings in urban provinces have 5 levels, except the Capitol with 1 level.
    • All buildings in rural provinces have 3 levels.
    • The Nuclear Reactor is removed from the game.
    • As we are still testing the building changes, the icons and Art for buildings are not yet finalized and will be reworked later.
    • Upgrading unit production buildings no longer gives a bonus to production speed, instead upgrading is needed to produce higher unit levels and to increase other bonuses.
    • In the first Event all urban provinces start with a Tank Plant level 1, due to programming constraints. In later Events provinces start with no buildings.
    • Production and research categories remain the same in the first Event, but will be expanded in later Events to give each production building its own production and research tab.


    List of Buildings in urbans:
    • Barracks - Produces all Infantry type units. Improves province morale slightly.
    • Tank Plant - Produces all Tank type units. Improves province morale slightly.
    • Ordnance Foundry - Produces all support units with usually bigger calibers, like artillery. Improves province morale slightly.
    • Aircraft Factory - Produces all regular air type units. Improves province morale slightly. Allows aircraft to start or land and improves refueling times.
    • Naval Base - Produces all Ship type units. Improves province morale slightly. Improves embarking and disembarking times.
    • Secret Lab - Produces all Secret type units. Improves province morale slightly.
    • Industry - Increase resource production, manpower production and money production.
    • Bunkers - grants defense bonus to stationed armies.
    • Capitol - Centre of a nation, used to calculate distance to provinces.


    List of Buildings in rurals:
    • Local Industry - Increase resource production, manpower production and money production.
    • Fortifications - Increase resource production, manpower production and money production.
    • Infrastructure - Increases movement speed of all units traveling through the province, increases province morale.
    • Airstrip - Allows aircraft to start or land and improves refueling times.


    More details follow in the next Dev Diary.
    So just a couple of questions. Do you still need infrastructure to build tank? Are all of the buildings specialized and with one building, you can produce that unit without other buildings. Because now, we need 2 buildings to build tanks so I am wondering about the new version. I suggest that since you are still editing this version, can you make each of the provinces cheaper? Since we have a lot of buildings now, trying to create a variety of units will be extremely hard with expensive buildings. It will also take a lot of time to create a large, diverse army with long building times. Hope you consider this when you are continuing to improve Call of War!
    BeaveRyan
    Moderator
    EN Community Support | Bytro Labs Gmbh


    Training Alliance United Leader
  • Akiar wrote:

    Display Spoiler
    Attention Generals!


    We already mentioned that Call of War 1.5 brings major updates and changes to the game, which we will test in events. Today we will present you with the first details on these changes. Let’s start with the changes to buildings and to urban provinces!


    Urban provinces are the industrial hearts of all states and we feel this should be represented in Call of War as well. With Call of War 1.5 urban provinces will be the only places where units and their respective production buildings can be built. Additionally resources and victory points will be concentrated in urban provinces for the most part. This will drastically increase the strategic importance of these provinces. To visualize this new importance urban provinces will occur bigger and more dominant on the map. In the first CoW1.5 event, which will take place on the 22 player map, all nations will also have the same amount of resources of each type, to give all players complete freedom in choosing the strategy they want to employ. This may change later on though.


    But that is not all. Another change concerns the role of buildings in the game. Different unit classes, like tanks or airplanes, will now have their own production building. For that we will change roles of existing buildings and also add new buildings to the game. These buildings need to be upgraded to produce more advanced unit levels of the respective branch. Building effects will also be revised, and some buildings will only be buildable in urban provinces, while some only in rural provinces.


    Although proper opinions can only be formed in a practical test we are already eager to hear your theoretical feedback. When you share your feedback it helps us a lot when you give us details on gameplay scenarios you experienced where you could imagine something works well or not so well. We will keep an eye on this and future forum threads to make Call of War 1.5 a great experience for all of us once the series of tests is over.


    Next time we will give you more details on balancing and mechanics changes in Call of War 1.5.


    Your Bytro Team

    More details:

    Urban province changes:
    • Urbans contain 75% of all main resources.
    • Each urban province of a player contains a different main resource.
    • Urbans contain the same amount of each main resource.
    • All victory points are located in urbans, 10 per province.
    • Increased size of urbans on the map.
    • Rural provinces produce mainly manpower and money.


    Building changes:
    • Removed the existing requirements for the Industrial Complex building, as all units have their very own production buildings.
    • Renamed various buildings and changed their effects (see list below).
    • Added several buildings (see list below).
    • Changed costs of all buildings.
    • Removed building upkeep costs.
    • All buildings in urban provinces have 5 levels, except the Capitol with 1 level.
    • All buildings in rural provinces have 3 levels.
    • The Nuclear Reactor is removed from the game.
    • As we are still testing the building changes, the icons and Art for buildings are not yet finalized and will be reworked later.
    • Upgrading unit production buildings no longer gives a bonus to production speed, instead upgrading is needed to produce higher unit levels and to increase other bonuses.
    • In the first Event all urban provinces start with a Tank Plant level 1, due to programming constraints. In later Events provinces start with no buildings.
    • Production and research categories remain the same in the first Event, but will be expanded in later Events to give each production building its own production and research tab.


    List of Buildings in urbans:
    • Barracks - Produces all Infantry type units. Improves province morale slightly.
    • Tank Plant - Produces all Tank type units. Improves province morale slightly.
    • Ordnance Foundry - Produces all support units with usually bigger calibers, like artillery. Improves province morale slightly.
    • Aircraft Factory - Produces all regular air type units. Improves province morale slightly. Allows aircraft to start or land and improves refueling times.
    • Naval Base - Produces all Ship type units. Improves province morale slightly. Improves embarking and disembarking times.
    • Secret Lab - Produces all Secret type units. Improves province morale slightly.
    • Industry - Increase resource production, manpower production and money production.
    • Bunkers - grants defense bonus to stationed armies.
    • Capitol - Centre of a nation, used to calculate distance to provinces.


    List of Buildings in rurals:
    • Local Industry - Increase resource production, manpower production and money production.
    • Fortifications - Increase resource production, manpower production and money production.
    • Infrastructure - Increases movement speed of all units traveling through the province, increases province morale.
    • Airstrip - Allows aircraft to start or land and improves refueling times.


    More details follow in the next Dev Diary.


    Maybe some units should require two or more buildings to be produced. For example, mechanized infantry should require Barracks and a Tank plant. And Railroad guns should require industry, a secret lab and a Tank plant.
    "Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win." -Sun Tzu

    - Leading officer of the Training Alliance
  • straw-hat wrote:

    with each building having their own production and research tab. does this mean you can research every unit of every type at same time or like now 2 researches at a time?

    if at same time, is it possible to queu them??
    Thought they only need build time. I do not think they need research right?
    BeaveRyan
    Moderator
    EN Community Support | Bytro Labs Gmbh


    Training Alliance United Leader
  • f118 wrote:

    where is hospitals?

    If you change gameengine to CoN, we need hospitals, or our airforce are doomed.


    Get i rewards for my forecast you will change game engine to CoN, after market and trade update this year?
    Why do we need hospital? We can just build new units?
    BeaveRyan
    Moderator
    EN Community Support | Bytro Labs Gmbh


    Training Alliance United Leader
  • f118 wrote:

    @Ryan04px2025 please never quote me, never ask me, never answer me any more.

    Imho you are one of most annoying forever rookie in cow...
    If I am a rookie you can help. Can you at least ignore me in the forum? You do not need to be rude and criticizing other people if they do not know a thing. Just to let you know that you are in a forum and the meaning of forum is that you discuss some ideas and review it with other people. Please edit what you just said. Thank you very much. (PS I can quote whatever I want and discuss with the mod)
    BeaveRyan
    Moderator
    EN Community Support | Bytro Labs Gmbh


    Training Alliance United Leader
  • Ryan04px2025 wrote:

    So just a couple of questions. Do you still need infrastructure to build tank? Are all of the buildings specialized and with one building, you can produce that unit without other buildings. Because now, we need 2 buildings to build tanks so I am wondering about the new version. I suggest that since you are still editing this version, can you make each of the provinces cheaper? Since we have a lot of buildings now, trying to create a variety of units will be extremely hard with expensive buildings. It will also take a lot of time to create a large, diverse army with long building times. Hope you consider this when you are continuing to improve Call of War!
    No, you won't need Infrastructure to build tanks. For each unit category you only need the building listed above. It will probably be wise to dedicate one urban province to the production of unit category A, the other urban province to the production of category B and so on to manage resources the best. Building times will be much faster for lower levels though (time and costs increase per level), so getting started in the beginning of the game will be easier.

    Vamaw wrote:

    Maybe some units should require two or more buildings to be produced. For example, mechanized infantry should require Barracks and a Tank plant. And Railroad guns should require industry, a secret lab and a Tank plant.
    Possible, right now we go for a consistent and simple to understand concept: Building A -> produce unit category A.

    Ryan04px2025 wrote:

    But will this make Call of War more complicated and hard to produce units fast?
    We try to make strategies deeper while at the same time making it easier to understand and learn.
    Production for lower levels will be faster than before, while times get longer for later levels. In the old version you usually had too long times in the beginning (because too few production provinces) and too short times in the lategame (because too many production provinces), and we are adjusting that.

    straw-hat wrote:

    with each building having their own production and research tab. does this mean you can research every unit of every type at same time or like now 2 researches at a time?

    if at same time, is it possible to queu them??
    The research mechanics remain the same for now, meaning you can research 2 researches at the same time no matter the category. Right now queueing is not possible, it may be a feature in the future.

    Ryan04px2025 wrote:

    straw-hat wrote:

    with each building having their own production and research tab. does this mean you can research every unit of every type at same time or like now 2 researches at a time?

    if at same time, is it possible to queu them??
    Thought they only need build time. I do not think they need research right?
    Buildings don't require researches, correct.

    WayneBo wrote:

    Starting to look a lot like CoN.
    Some parts, maybe. :) But we also took inspiration from our other games, like Supremacy 1, and also have changes lined up exclusively to CoW. Some more stuff will be presented in the next news tomorrow.
    The first event will only be the beginning, more features and changes are done with the next events.

    f118 wrote:

    where is hospitals?

    If you change gameengine to CoN, we need hospitals, or our airforce are doomed.


    Get i rewards for my forecast you will change game engine to CoN, after market and trade update this year?
    CoN already runs on the same game engine since the beginning, but they are on a different branch, and we are not switching CoW to the CoN branch. We are developing our own features for CoW, and some are inspired by other games.

    We can think about adding hospitals in a future version.
  • From now on, this will make things more clear and the buildings will be more direct and easy to understand. If feel that this is a pretty good addition. I hope that CoW will continue to do so!
    BeaveRyan
    Moderator
    EN Community Support | Bytro Labs Gmbh


    Training Alliance United Leader
  • f118 wrote:

    If, i repeat for you two times, IF,

    Also, if CoW will use CoN engine, so airforce will die without hospitals within max. 2 hours. By killing max half ressouceused units then cost itself.
    Unfortunately, no-one said we are using CoN engine.
    BeaveRyan
    Moderator
    EN Community Support | Bytro Labs Gmbh


    Training Alliance United Leader
  • freezy wrote:

    CoN already runs on the same game engine since the beginning, but they are on a different branch, and we are not switching CoW to the CoN branch. We are developing our own features for CoW, and some are inspired by other games.
    We can think about adding hospitals in a future version.
    i know, that con is separete product and almoast daughter projekt.
    But now you go to implement mechanics, wich were developed by CoN. And CoW does it since juli 2019,

    First changed gold prices for spies, and did them equal in CoN. Second interrupted unit trade.
    After that, i said, dark times and evil changes could follow. And now, third CoW gonna test buildings system from CoN.

    What next? I mean airforce fight tick from CoN. And if they will be implemented, we need hospitals.
  • f118 wrote:

    Ryan04px2025 wrote:

    f118 wrote:

    If, i repeat for you two times, IF,

    Also, if CoW will use CoN engine, so airforce will die without hospitals within max. 2 hours. By killing max half ressouceused units then cost itself.
    Unfortunately, no-one said we are using CoN engine.
    stop quote me, go learn read skills and text understanding...
    "If CoW will use" is not same to "we are using". Gtfu, soba, ...
    Just leave me alone and you can mind your own business while I mind mine. You can just ignore my post and everything will be fine. You do not need to emphasize twice in a announcement forum that I am annoying and I do not know stuff. Please listen
    BeaveRyan
    Moderator
    EN Community Support | Bytro Labs Gmbh


    Training Alliance United Leader