I really like this game and it is one of my most loved games. However many strategies and tactics that apply to real life conflicts don't apply to call of war.
1. Encirclements and Naval Blockades - There should be a supply system like that which I mentioned in a thread called Supply Lines. In it supply lines flow from your provinces to the capital so that the resources reach the capital. Thus if the UK controlled Canada, with its capital in London, provinces in Canada will have supply lines going out of them to London. Each province will have a supply limit ( how much supply that can go through them ) based on infastructure. Water will have unlimited supply limit. When a enemy unit stands in between the supply line the supply will get disrupted and some of the supply going through will get captured by the enemy. This will make naval blockades efficient. The supply lost will be told as supply disrupted. Similarly Supply that reached the capital will flow out of it to reach the units (no. of supply will be based on unit consumption ). If the right amount of supply doesn't reach the unit, it will lose damage and hp. This will make encirclements efficient.
2. Disbanding and Combining - Make so that you can disband units, combine the same unit of the same level so that if a lv1 infantry with 10% health combines with a 50% health infantry, a 60% health infantry is made, and the two are removed. And so that you can add a unit to the reserve force. So it doesn't cost consumption. It can be added back to the active force, where it will be spawned in the capital. This will take half a hour/ a hour to happen.
3. Patrolling - Have a option that aircraft will patrol over the unit and as the unit moves the aircrafts patrol also moves. And if the unit moves out of its range, the plane(s) will relocate to patrol.
4. Colonies - In this game non-core provinces have -75% production. Thus having colonies spamming over the world is not efficient. So please reduce the production penalty or that slowly you can assimilate a province to become your core over time, removing the penalty.
5. Proportionate consumption - Make it so that a unit with 10% health will have 10% consumption cost.
1. Encirclements and Naval Blockades - There should be a supply system like that which I mentioned in a thread called Supply Lines. In it supply lines flow from your provinces to the capital so that the resources reach the capital. Thus if the UK controlled Canada, with its capital in London, provinces in Canada will have supply lines going out of them to London. Each province will have a supply limit ( how much supply that can go through them ) based on infastructure. Water will have unlimited supply limit. When a enemy unit stands in between the supply line the supply will get disrupted and some of the supply going through will get captured by the enemy. This will make naval blockades efficient. The supply lost will be told as supply disrupted. Similarly Supply that reached the capital will flow out of it to reach the units (no. of supply will be based on unit consumption ). If the right amount of supply doesn't reach the unit, it will lose damage and hp. This will make encirclements efficient.
2. Disbanding and Combining - Make so that you can disband units, combine the same unit of the same level so that if a lv1 infantry with 10% health combines with a 50% health infantry, a 60% health infantry is made, and the two are removed. And so that you can add a unit to the reserve force. So it doesn't cost consumption. It can be added back to the active force, where it will be spawned in the capital. This will take half a hour/ a hour to happen.
3. Patrolling - Have a option that aircraft will patrol over the unit and as the unit moves the aircrafts patrol also moves. And if the unit moves out of its range, the plane(s) will relocate to patrol.
4. Colonies - In this game non-core provinces have -75% production. Thus having colonies spamming over the world is not efficient. So please reduce the production penalty or that slowly you can assimilate a province to become your core over time, removing the penalty.
5. Proportionate consumption - Make it so that a unit with 10% health will have 10% consumption cost.