Announcement Call of War 1.5 iteration 3: Balancing changelog

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    • Call of War 1.5 iteration 3: Balancing changelog

      Call of War 1.5 iteration 3: Balancing changelog

      Welcome Generals,

      The following list describes which balancing changes happened from the second CoW1.5 iteration (from March) to the third CoW1.5 iteration (from May). It does not describe changes from the current CoW 1.0 version to CoW 1.5. You can find a general list of changes from CoW1.0 to CoW1.5 in the manual.

      Building balancing
      • Added an inexpensive Local Port building which reduces the embarking/disembarking times in rural provinces.
      • Reduced costs for Infrastructure to make building it more worthwhile.
      • Reduced costs for Airstrip to make building it more worthwhile.
      • Decreased costs of Industry and reduced resource boost of Industry from 125% to 100%.
        • This reduces the gap between players who can afford to peacefully build up their economy and players who can not due to wars.
        • The building still armortises after 5-6 days considering its reduced costs.
      • Decreased costs of Local Industry and reduced resource boost of Local Industry from 250% to 200%.
        • This reduces the gap between players who can afford to peacefully build up their economy and players who can not due to wars.
        • The building still armortises after 5-6 days considering its reduced costs.
      • Decreased costs of all 6 production buildings to make leveling them up more viable.
      Unit balancing
      • Decreased overall unit costs to enable production of more units.
      • Increased movement speed for all units by 15% to better match the faster build times.
      • Reduced HP values of Battleships and Cruisers as they were a bit too tanky in the early game.
      • Reduced overall damage of air convoys to make it more viable to surprise attack airplanes on the ground.
      • Increased anti ship damage of Cruisers and Battleships slightly to position them better as ship counters.
      • Decreased costs of Anti Tank & Tank Destroyer slightly to make building them more viable.
      • Swapped SP Anti Air’s damage vs. heavy armor with its damage vs. light armor to be more historical.
      • Added Attack Bomber as a counter unit against armored targets.
      • Changed statistics of Tactical Bomber to be more effective vs. unarmored targets and less effective vs. heavy armor, to complement the new Attack Bomber unit.
      • Added Rocket Artillery and SP Rocket artillery as a counter unit against unarmored targets.
      • Changed statistics of Artillery and SP Artillery to be more effective vs. heavy armor and less effective vs. unarmored targets, to complement the new Rocket Artilleries.
      • Removed mountain terrain bonus of Anti Air and SP Anti Air and added urban terrain bonus instead, to be more realistic.
      • Added mountain terrain bonus to Militia to make it more viable in later stages of the game and to be more realistic.
      • Added mountain terrain bonus to Infantry to make it more viable in later stages of the game and to be more realistic.
      • Increased damage of rockets to make them more worthwhile, as they were too cost-ineffective in the previous iteration.
      • Potentially more small tweaks that we changed along the way when comparing statistics of units with each other.
      Research balancing
      • Removed manpower cost from all researches and replaced it with the resource types that match the production resources of a unit. Research costing manpower just did not feel right.
      • Decreased research money costs to enable more researches.
      • Slightly decreased research times with rising level to make researching also in later stages of the game a better option.
      • Moved research of Tactical Bomber level 1 and Strategic Bomber level 1 to day 2, and moved their second level to day 4.
        • This inserts more progression into the air tech branch, comparable with the other tech branches.
      • Rocket Fighter research now requires Flying Bomb research.
      • Moved Flying Bomb research from day 4 to day 2 to make it more viable in the early game.
      • Mechanized Infantry research now requires Motorized Infantry level 1 research.
      Other balancing & mechanics
      • Added Doctrines to the game, which affect the balancing and research availability for all units. Read more in the manual.
      • Added a game ending timer for CoW 1.5 non-event rounds (Event rounds already have a game ending timer).
        • Small maps will end latest after 5 weeks, medium sized maps at latest after 7 weeks and big maps at latest after 10 weeks.
        • This is to prevent inactive games from affecting the game server.
      • Lowered the optimal army stack size from 15 units to 10 units
        • This better reflects the amount of units on the map.
        • This means that from now on the 10 strongest damage values are used to determine an army’s damage output.
        • Armies with more than 10 units will lose efficiency, although they still can be optimized.
        • Visualization for this feature will be added in a future update.
      • Decreased the resource cost for upgrading units from 100% to 50% of the target level’s production cost to incentivise unit upgrading more.
      • Reduced manpower production rate and manpower costs to normalize this resource with other resources
        • This makes resource amounts better comparable with manpower.
      • Lowered money costs of recruiting spies from 15,000 to 10,000 as money is more limited in CoW1.5 compared to the old version.
      • Slightly decreased the impact of the speed penalty for damaged units.
        • Units close to 0 hitpoints now move with 50% speed instead of 40%.
        • Visualization for this feature will be added in a future update.
      • Increased the damage done to province morale, province buildings and garrisons if the outcome of a revolt is receiving damage instead of changing province ownership.
      More balancing changes and features will come to CoW 1.5 in future updates.
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    • M.isreb wrote:

      but since when do we have anti ship and flying bomb? and when is the release date?
      By anti ship, they mean the attack capabilities of cruisers and battleships against other ships. In CoW 1.5, Rockets have been split up into Flying Bombs, and Rockets. Flying Bombs can be shot down, rockets can't. You'll have the chance to see these new updates in action in the next 1.5 event, coming sometime this month. The release date for 1.5 hasn't been established yet, so we don't know when all games will have these updates.
      DoctorDR1

      Leader of GalacticEmpire

      Forum Command Sergeant Major

      Call of War Technician 3rd Grade

      Frontline Pioneer


      "Commander Cody, the time has come. Execute Order 66." -Sheev Palpatine
    • DoctorDR1 wrote:

      M.isreb wrote:

      but since when do we have anti ship and flying bomb? and when is the release date?
      By anti ship, they mean the attack capabilities of cruisers and battleships against other ships. In CoW 1.5, Rockets have been split up into Flying Bombs, and Rockets. Flying Bombs can be shot down, rockets can't. You'll have the chance to see these new updates in action in the next 1.5 event, coming sometime this month. The release date for 1.5 hasn't been established yet, so we don't know when all games will have these updates.
      Didn't they say it was coming 25th of may
    • That's when the event is coming probably. My guess is that 1.5 will be released somewhere near the end of the year, but I don't know.
      DoctorDR1

      Leader of GalacticEmpire

      Forum Command Sergeant Major

      Call of War Technician 3rd Grade

      Frontline Pioneer


      "Commander Cody, the time has come. Execute Order 66." -Sheev Palpatine
    • I am confused about their reference to stack optimization. They say :
      Lowered the optimal army stack size from 15 units to 10 units

      • This better reflects the amount of units on the map.

      • This means that from now on the 10 strongest damage values are used to determine an army’s damage output.

      • Armies with more than 10 units will lose efficiency, although they still can be optimized.

      That seems to imply that in addition to the individual unit State Based Defense Efficiency factor there is an over all stack factor.

      For example aircraft are optimal at 5 per type, so the max of regular planes would be
      5 interceptors
      5 Tac Bombers
      5 Strat bombers
      5 Naval bombers

      for a total of 20 units in the stack.
      Now when they say the army stack size is 15, what does that mean relative to the above combination?
      Likewise in a ground force stack there can be maybe 20 different unit types each with a maximum optimum individual quantity of between 3 and 8 typically. is there now something different going on?
    • In 1.5, SBDE is based on the total stack numbers, not individual unit numbers. In previous versions, the most efficient stack number was 15, now it has been moved down to 10.
      DoctorDR1

      Leader of GalacticEmpire

      Forum Command Sergeant Major

      Call of War Technician 3rd Grade

      Frontline Pioneer


      "Commander Cody, the time has come. Execute Order 66." -Sheev Palpatine
    • It is not an event anymore, we made 1.5 games available next to the 1.0 games for now, so you can always find 1.5 rounds in the games list.

      With dividing your stacks into groups of 10 you can't go wrong most of the times. There may still be situations where you wanna have a bigger stack and optimize, but that's too hard to explain here in detail.