CoW Economic Guide - 2024
This guide was originally prepared by General Nightman in May 2019.
Updated in October 2022 by OneNutSquirrel.
The Economy is the most important element of a war. All wars are economic, most notably so was World War 2. Coming out of the Great Depression, all countries had frail economies, which is particularly illustrated in the historic rounds of CoW. 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 fund your military machine and 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:
How to Collect the Resources
All provinces under your control automatically produce the resources and that production goes right into your inventory in real-time. As you build and improve the buildings which boost your production, capture more territories, and improve their Moral, you will see that reflected in your hourly numbers in the Inventory Ribbon display showing how much resource you have on hand and how much you are earning Per Hour. If you select the ribbon (PC) or each individual resource (Mobile) you will see display showing a further break down of the production.
Economic Boosters (EB’s)
Other Mechanisms in the Economy
Base Amount x Economic Boosters(buildings) x Moral % = Production <<<<<=======The Formula
Captured Territory Economic Output is calculated at 25% of the above production rate.
Factors Affecting Moral
There are several factors with an effect the Moral of a province, and in doing so, will affect the production of that province.
Distance From Capitol - Based on distance to Capitol City (max penalty -30, of if you lost capitol -40) if not rebuilt)
Neighbours - Based on Diplomacy of surrounding provinces - leaving an uncaptured territory has a negative effect on the adjacent ones
Expansion - As you grow this modifier gets larger and affects ALL provinces equally
Propaganda Office - Bonus to Moral based on building level (Lvl 1+10, Lvl 2 +23, Lvl 3 +40)
(The modifiers above are based on the 100 Player World at War Map)
Capturing and Enemy Capitol
When you capture an enemy capitol, all your territories immediately get a Moral Boost of 10% (your enemy gets a 20% penalty to Moral in every territory they control). During the first few days, it's advantageous to capture the capitols as the Last territory of an enemy, thus allowing all your recently captured provinces to get the Moral Boost.This not only improves the economy, but also immediately makes them Revolt Proof! Later in the game, when you control dozens of cities, the opposite is true. By capturing the capitol first, all your previously captured cities get the Moral Boost and produce 10% more resources every hour. If you hold off on capturing the capitol for 1 hour, so you can improve the moral of more 4 cities, you have just lost out on increasing production on 20, 50 or 100 cities by 10% per hour of delay. Something to consider once you are larger and growing.
Garrisoned Units
Though a garrisoned unit or two do not actually modify the Moral in a territory, they can effectively prevent it from revolting at day change on those first few days after it's been captured. Once the Moral is above 30%, provinces will not rebel. Mentioning it here because having to go back and re-capture territories which revolted means their production is now that day or two behind.
The First Few Days - What to Build
There are many different ways to start building your economic juggernaut. Your map, starting location, and doctrine should be major consideration to determine how best to begin. Some doctrines are best to attack first, and “earn” those early resources for that early building and expansion. Others are more suited to defending, building up the first wave to swamp your enemy. If you are playing with allies on the map, splitting up the starting methods to take advantage of the Doctrines is a good way to start.
With those 3 variable play styles (aggressive, balanced and defensive), doctrines ( x4) and game play (solo, allies), you have 24 different strategies to decide on for Day 1. Trying to present “the best start” to go with each of those possibilities… is a bit deep for this discussion.
I hope this guide helps, yet if something is inaccurate or I've missed something, or if you have comments, please leave them below.
OneNutSquirrel
============================================================================
The follwing were involved in preparation of the original piece.
-General Nightman, Intelligence Division
-GGBugh, Review Division
-Ependable, Support Division
-Attacker101, Support Division
Updated by OneNutSquirrel
October 2022
Edited June 2023
Thank you jubjub bird for catching some mistakes and errors.
The original post can be found here.
This guide was originally prepared by General Nightman in May 2019.
Updated in October 2022 by OneNutSquirrel.
The Economy is the most important element of a war. All wars are economic, most notably so was World War 2. Coming out of the Great Depression, all countries had frail economies, which is particularly illustrated in the historic rounds of CoW. 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 fund your military machine and 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 (RSS) -There are 5 resources in Call of War used to build units and upgrade territories and affect their production rates.
- Food, Goods, Metal, Oil and Rare Materials. As well as Cash and Manpower.
- Moral, though not produced needs to be maintained perhaps even more diligently than the others. Since it's the base multiplier for production of the above resources as well as unit production and building construction times.
- Food, Goods, Metal, Oil and Rare Materials. As well as Cash and Manpower.
- Core Production : It is the production of resources that takes place within a core province (main starting territory around your capitol). This is your main production. Once upgraded with buildings, these modifiers and boosts are the main drivers your economy at its purest form.
- Non-Core Production : Production or RSS in territories which were captured during game play, and in some instances refer to remote territories away from the main 'Home starting area" of the main country.(These territories produce reduced RSS)
- 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 (though this is rare after latest changes to CoW)
How to Collect the Resources
All provinces under your control automatically produce the resources and that production goes right into your inventory in real-time. As you build and improve the buildings which boost your production, capture more territories, and improve their Moral, you will see that reflected in your hourly numbers in the Inventory Ribbon display showing how much resource you have on hand and how much you are earning Per Hour. If you select the ribbon (PC) or each individual resource (Mobile) you will see display showing a further break down of the production.
Economic Boosters (EB’s)
- Industry - This is the key driving force of resource production. A single, core city fully upgraded to Lvl 5 at 100% Moral, will produce 12,000 of its resources, 12,000 cash. While a captured city will, when fully upgraded (at same cost) with 100% Moral, will only provide 25% of those resources. You will need to capture 4 additional cities, and spend 4x the amount in upgrading those cities to produce the same amount of resources outside of your Core territory.
- Recruiting Station - Recruiting Stations raise your Manpower production. Core cities once fully upgraded to Lvl 3 will produce 1,800 Manpower each. Again, any captured city will only produce 25% of the resource while costing as much to upgrade as your Core.
- Propaganda Office - These buildings improve the Moral of the city/province. More on the importance of this shortly.
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 purposes 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. Each transaction on the market, buy or sell has a 10% fee on it.
- 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. The Loot you collect from them is equal to 50% of their daily production at time of capture (to a max. amount of materials they have on hand). Captured provinces will come to your control at 25% moral (or less).
- Morale : Morale is very important as it affects your economy. In your core province, your economy begins at 70% Moral and rarely dips below 90%. The higher morale you have, the more resources you will produce. Building Propaganda Offices helps provinces to raise their Moral, hence improves their production.
Base Amount x Economic Boosters(buildings) x Moral % = Production <<<<<=======The Formula
Captured Territory Economic Output is calculated at 25% of the above production rate.
Factors Affecting Moral
There are several factors with an effect the Moral of a province, and in doing so, will affect the production of that province.
Distance From Capitol - Based on distance to Capitol City (max penalty -30, of if you lost capitol -40) if not rebuilt)
Neighbours - Based on Diplomacy of surrounding provinces - leaving an uncaptured territory has a negative effect on the adjacent ones
Expansion - As you grow this modifier gets larger and affects ALL provinces equally
Propaganda Office - Bonus to Moral based on building level (Lvl 1+10, Lvl 2 +23, Lvl 3 +40)
(The modifiers above are based on the 100 Player World at War Map)
Capturing and Enemy Capitol
When you capture an enemy capitol, all your territories immediately get a Moral Boost of 10% (your enemy gets a 20% penalty to Moral in every territory they control). During the first few days, it's advantageous to capture the capitols as the Last territory of an enemy, thus allowing all your recently captured provinces to get the Moral Boost.This not only improves the economy, but also immediately makes them Revolt Proof! Later in the game, when you control dozens of cities, the opposite is true. By capturing the capitol first, all your previously captured cities get the Moral Boost and produce 10% more resources every hour. If you hold off on capturing the capitol for 1 hour, so you can improve the moral of more 4 cities, you have just lost out on increasing production on 20, 50 or 100 cities by 10% per hour of delay. Something to consider once you are larger and growing.
Garrisoned Units
Though a garrisoned unit or two do not actually modify the Moral in a territory, they can effectively prevent it from revolting at day change on those first few days after it's been captured. Once the Moral is above 30%, provinces will not rebel. Mentioning it here because having to go back and re-capture territories which revolted means their production is now that day or two behind.
The First Few Days - What to Build
There are many different ways to start building your economic juggernaut. Your map, starting location, and doctrine should be major consideration to determine how best to begin. Some doctrines are best to attack first, and “earn” those early resources for that early building and expansion. Others are more suited to defending, building up the first wave to swamp your enemy. If you are playing with allies on the map, splitting up the starting methods to take advantage of the Doctrines is a good way to start.
With those 3 variable play styles (aggressive, balanced and defensive), doctrines ( x4) and game play (solo, allies), you have 24 different strategies to decide on for Day 1. Trying to present “the best start” to go with each of those possibilities… is a bit deep for this discussion.
I hope this guide helps, yet if something is inaccurate or I've missed something, or if you have comments, please leave them below.
OneNutSquirrel
============================================================================
The follwing were involved in preparation of the original piece.
-General Nightman, Intelligence Division
-GGBugh, Review Division
-Ependable, Support Division
-Attacker101, Support Division
Updated by OneNutSquirrel
October 2022
Edited June 2023
Thank you jubjub bird for catching some mistakes and errors.
The original post can be found here.
General Maximus Decimus Meridius - "Are you not entertained?"
The post was edited 3 times, last by OneNutSquirrel: Updated 2024-04-03 ().