https://wiki.callofwar.com/api.php?action=feedcontributions&user=User&feedformat=atomCall of War Wiki - User contributions [en]2024-03-29T12:15:10ZUser contributionsMediaWiki 1.35.0https://wiki.callofwar.com/index.php?title=MORALE_%26_UPRISINGS&diff=916MORALE & UPRISINGS2024-03-07T09:32:45Z<p>User: </p>
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<div><h3>Province morale</h3><br />
<div><br />
<p>Each '''[[MORALE & UPRISING|province]]''' has a morale value ranging from 0% to 100%. The higher the morale value, the happier the province and the more benefits the province provides for its nation.<br />
</p><br />
<p><br />
The following aspects are influenced by the state of province morale:<br />
</p><br />
<br />
*The '''[[RESOURCES & MARKET|resource]]''' production rate.<br />
*The money production rate.<br />
*The manpower production rate.<br />
*The '''[[UNITS|unit]]''' production time.<br />
*The '''[[BUILDINGS|building]]''' construction time.<br />
*The chance for an uprising to occur in the province.<br />
*The positive or negative influence on the morale of neighboring provinces.<br />
<p><br />
As can be seen, the province morale is very important and should be kept as high as possible.<br />
</p><br />
</div><br />
<h3>Morale trend & influences</h3><br />
<div><br />
<p>The morale of a '''[[PROVINCES|province]]''' can rise or fall at '''[[ADVANCED MECHANICS|daychange]]''' depending on its trend. The morale trend of a province is affected by morale influencing factors. Such factors include:</p><br />
<br />
*Distance to the capital province. The higher the distance to the capital, the bigger the negative influence on province morale.<br />
*Morale value of own neighboring provinces. If the neighboring provinces are above 80% morale, the effect is positive, if they are below 80% morale, the effect is negative.<br />
*The amount of enemy neighboring provinces. The more there are, the stronger the negative effect on morale.<br />
*The amount of provinces that the country owns in total. The higher the amount of conquered provinces, the higher the expansion penalty on morale.<br />
*The amount of enemy armies located on the province's territory.<br />
*'''[[BUILDINGS|Propaganda Office]]''' built in the province. The higher its level, the higher the positive effect on province morale.<br />
*'''[[RESOURCES & MARKET|Resource]]''' shortages add a negative effect on morale.<br />
*Nuclear radiation from '''[[UNITS|atomic bombs]]''' adds a negative effect on morale.<br />
<br />
<p>The province morale will rise or fall according to its trend until it reaches its target morale. The target morale can be calculated by adding/subtracting all morale influencing factors from the base value 102. So if a province had negative morale influences of -30, the province morale would change towards a morale of 72%. The morale shifts each daychange by 15% of the difference between current morale and target morale.</p><br />
</div><br />
<h3>Immediate effects on morale</h3><br />
<div><br />
<p>'''[[PROVINCES|Provinces]]''' can also have their morale decreased or increased immediately by certain events, which include:<br />
</p><br />
<br />
*The '''[[COMBAT|conquering]]''' of a capital province immediately increases the morale of all provinces of the conqueror by 10%.<br />
*The loss of a capital province immediately decreases the morale of all provinces of the former owner of the capital by 20%.<br />
*Conquering a province immediately sets its morale to 25%.<br />
*When a province with high morale is lost, but then gets reconquered by the previous owner, the province immediately receives a large morale bonus that reinstates the province morale close to where it has been before it was lost.<br />
*When a province is attacked by any unit, it immediately receives morale damage each combat round depending on the unit type and level (this can be checked in the unit details panel).<br />
*'''[[GOLD & SHOP|Gold]]''' can be spent to boost the province morale immediately by 10% via a propaganda campaign.<br />
*Economic sabotage '''[[ESPIONAGE|spies]]''' fulfill their mission in the province successfully.<br />
</div><br />
<h3>Uprisings</h3><br />
<div><br />
<p>If the morale of a '''[[PROVINCES|province]]''' drops below 30%, then it has a chance to revolt on the next '''[[ADVANCED MECHANICS|daychange]]'''. This is also called rebellion or uprising. The lower the province morale, the higher the uprising chance. This can be counteracted by keeping '''[[UNITS|units]]''' in the center of the province until its morale increases above the threshold. The higher the garrison strength of the stationed units, the lower the chance for an uprising to happen. <br />
</p><br />
<p></p><br />
<p>When an uprising happens at day change, it can have the following effects:</p><br />
<br />
*The province changes ownership to another nation in the vicinity.<br />
*The units stationed in the center of the province change ownership to another nation.<br />
*The units stationed in the center of the province get damaged or destroyed.<br />
*The '''[[BUILDINGS|buildings]]''' of a province get damaged or destroyed.<br />
*The morale value of the province drops or rises only by a small amount.<br />
<br />
[[File:Morale province smoke.png|link=link=Special:FilePath/Morale_province_smoke.png|alt=|thumb]]<p>A conquered province initially always has 25% morale. Without an army present in such a province the chance for an uprising is as high as 14%. So statistically speaking, without any counter measures taken it has to be expected that 14% of all conquered territory revolts at the next daychange. To prevent that it is recommended to place armies in the center of conquered provinces. When the province is at 25% morale a garrison strength of 10 or more is needed to lower the chance for an uprising to 0%. If the province has even less morale than 25%, a higher garrison strength is needed. To play it safe, keep the army in the province until the province morale is increased to above 30% (morale is updating each daychange). The morale can also be increased immediately by spending '''[[GOLD & SHOP|gold]]''' on propaganda campaigns or by conquering capital provinces.<br />
</p><br />
<div><br />
<p>If a province has a chance to revolt, it is indicated by a column of smoke on the map as well as glowing red stripes.</p><br />
</div><br />
</div><br />
<h3>Checking morale in the province bar</h3><br />
<div><br />
<p>The current morale of a province can be assessed by selecting the '''[[PROVINCES|province]]''' and checking the morale value in the '''[[PROVINCES|province bar]]'''.</p><br />
</div><br />
<h4>On mobile</h4><br />
<div>[[File:Morale province mobile.png|thumb|400x400px]]<br />
<br />
#After tapping on a '''[[PROVINCES|province]]''' on the map, the province bar opens. In the lower right of the province bar you can see the morale value of the selected province.<br />
#You can also see the current morale value via the blue circle around the morale icon in the circle menu. You can immediately boost the morale of the province by 10% by tapping the button. This action costs '''[[GOLD & SHOP|gold]]''', the price is shown after tapping the button the first time.<br />
</div><br />
<h4>On desktop</h4><br />
<div>[[File:Morale province desktop.png|thumb|527x527px]]<br />
<br />
#After clicking on a '''[[PROVINCES|province]]''' on the map, the province bar opens. In the lower left of the province bar you can see the morale value of the selected province, as well as an info button to access more information.<br />
#You can immediately boost the morale of the province by 10% by clicking the propaganda campaign button. This action costs '''[[GOLD & SHOP|gold]]''', the price is shown when hovering the cursor over the button.<br />
#When clicking the morale info button, a tooltip opens which shows various useful information:<br />
#*The current morale value.<br />
#*The current morale trend (rising, stable or falling).<br />
#*The current garrison strength of the '''[[UNITS|units]]''' stationed in the province center.<br />
#*The chance of an uprising to happen in the province.<br />
#*A list of morale influences in the province, which can decrease or increase the morale value at the next '''[[ADVANCED MECHANICS|daychange]]'''. To calculate the target morale value that the province gravitates towards, one has to subtract all negative morale influences from the number 102 and then add all positive morale influences. At day change the province rises or falls by 15% of the difference between the current morale and the target morale.<br />
</div><br />
<h3>Checking morale in the province list</h3><br />
<div><br />
<p>You can get a good overview on the morale value of a lot of your '''[[PROVINCES|provinces]]''' in the '''[[PROVINCE LIST|province list]]'''.</p><br />
</div><br />
<h4>On mobile</h4><br />
<div>[[File:Morale provincelist mobile.png|thumb|711x711px]]<br />
<br />
#Open the '''[[PROVINCE LIST|province list]]''' from the menu at the bottom of the screen.<br />
#Look at the blue circle around the morale icon to check the current province morale value. This way you get a quick overview where countermeasures are needed. You can immediately boost the morale of the provinces by 10% by tapping the button. This action costs '''[[GOLD & SHOP|gold]]''', the price is shown after tapping the button the first time.<br />
</div><br />
<h4>On desktop</h4><br />
<div>[[File:Morale provincelist desktop.png|thumb|659x659px]]<br />
<br />
#Open the '''[[PROVINCE LIST|province list]]''' via the button on the right side of the screen. The button stays attached to the left side of the opened list and can be clicked again to close the list.<br />
#Look at the morale column to check the morale value of your provinces. You can even sort the column from low to high morale by clicking on the header. This way you get a quick summary on where countermeasures are needed.<br />
</div><br />
<br />
<h3>Morale map view mode</h3><br />
<div><br />
<p>Another option to quickly assess the morale values of your own and even enemy provinces is by activating the morale map '''[[SETTINGS|view setting]]'''. This view mode paints all '''[[PROVINCES|provinces]]''' on the map in various colors, depending on their current morale value. You can not only see the morale colors for your own provinces, but also for neutral or enemy provinces. From this information you can deduce where land was conquered recently.<br />
</p>[[File:Morale map.png|thumb|495x495px]]<p></p><br />
<br />
#Provinces with high morale have a green tone.<br />
#Provinces with an average morale have a yellow tone.<br />
#Provinces with low morale have a red tone.<br />
<p></p><br />
<p>You can activate and deactivate this morale view mode in the '''[[SETTINGS|game settings]]''' (see below):</p><br />
</div><br />
<h4>On mobile</h4><br />
<div>[[File:Morale settings mobile.png|thumb|543x543px]]<br />
<br />
#Tap on the more button in the lower right corner of the screen.<br />
#Tap on the '''[[SETTINGS|settings]]''' button to open a popup with different game settings.<br />
#You can toggle morale view on or off via this button. It is recommended to use different view modes depending on the current needs.<br />
</div><br />
<h4>On desktop</h4><br />
<div>[[File:Morale settings desktop.png|thumb]]<br />
<br />
#Click on the '''[[SETTINGS|settings]]''' button in the lower right corner.<br />
#You can toggle morale view on or off via the button with the 2 people. It is recommended to use different view modes depending on the current needs.<br />
</div></div>Userhttps://wiki.callofwar.com/index.php?title=DOCTRINES&diff=915DOCTRINES2024-03-06T18:44:46Z<p>User: </p>
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<div><h3>Doctrines</h3><br />
<div><br />
<p>Each country in Call of War belongs to one of four Doctrines: Axis, Allies, Comintern and Pan-asian.</p><p></p><br />
<br />
<p>Doctrines grant various advantages and disadvantages, emphasizing different styles of play. Successful generals know about these differences and use them to their advantage. It is recommended to select countries with different Doctrines when starting new game rounds to learn them in practice. Which Doctrine belongs to which country is shown in the country selection screen and in various other places in the game.</p><br />
<br />
<p></p><br />
<br />
<p>Each Doctrine has a main focus with general strengths and weaknesses, which are applied to all '''[[UNITS|units]]''' of that Doctrine. Furthermore certain iconic units of each Doctrine gain additional advantages or disadvantages, which are added on top of the general strengths and weaknesses (note: The percentage values are added up before they are applied to a unit). Doctrines can also alter the day of availability of units, with unit levels becoming available earlier or later in '''[[RESEARCH|research]]'''. A negative number here indicates that the research is becoming available earlier, while a positive number indicates a later availability. These availability changes do not affect research levels on day 1.</p><br />
<br />
<p></p><br />
<br />
<p>Below is a Doctrine overview table listing all general strengths and weaknesses as well as all additional advantages (green) or disadvantages (red) of units. Note: Unless stated otherwise, all percentage values presented are meant to be relative changes from their base value, not absolute changes. Certain values may be rounded in the game for consistency reasons, the percentage values presented here are an approximation.</p>[[File:Doctrine overview.png|alt=|center|frameless|770x770px]]<p></p>[[File:Doctrine infantry buffs 2.png|alt=|center|frameless|1668x1668px]][[File:Doctrine ordnance3.png|center|frameless|1263x1263px]][[File:Doctrine tank buffs 2.png|alt=|center|frameless|1334x1334px]]<p></p>[[File:Doctrine air buffs 1.png|alt=|center|frameless|1420x1420px]]<p></p>[[File:Doctrine ship buffs.png|alt=|center|frameless|1423x1423px]]<p></p>[[File:Doctrine secret buffs 1.png|alt=|center|frameless|2153x2153px]]<p></p></div>Userhttps://wiki.callofwar.com/index.php?title=File:Doctrine_ordnance3.png&diff=914File:Doctrine ordnance3.png2024-03-06T18:42:53Z<p>User: </p>
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<div>Doctrine ordnance3</div>Userhttps://wiki.callofwar.com/index.php?title=File:Doctrine_ordnance.png&diff=913File:Doctrine ordnance.png2024-03-06T18:33:17Z<p>User: Ordnance changes for the different Doctrines.</p>
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<div>== Summary ==<br />
Ordnance changes for the different Doctrines.</div>Userhttps://wiki.callofwar.com/index.php?title=File:Doctrine_ordnance.png&diff=912File:Doctrine ordnance.png2024-03-06T18:28:54Z<p>User: User uploaded a new version of File:Doctrine ordnance.png</p>
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<div>Doctrine ordnance</div>Userhttps://wiki.callofwar.com/index.php?title=OPERATIONS&diff=911OPERATIONS2023-10-04T14:56:44Z<p>User: </p>
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<div><h3>Operations</h3><br />
<div>Operations in Call of War are a feature designed to immerse players in a world of long-term tasks and challenges. These tasks offer a wide range of experiences, from straightforward objectives to complex missions that will compel players to adapt and rethink their conventional strategies.</div><br />
<br />
<h4>Access</h4><br />
<div>[[File:Operations Mobile.jpg|thumb|alt=|In the app on Android or iOS you find the Operations icon on the right side of your screen.]]To access Operations on your mobile device, simply look for the icon displayed on the right side of your screen when you are in a game round.<br><br><br />
<br />
You can also access Operations from the overview screen by tapping on the Operations icon right above the "Play Now!" button.<br><br><br />
<br />
[[File:Operations PC.jpg|thumb|alt=|On PC you find the Operations icon in the top right corner of your screen.]]To access Operations on your PC, simply look for the icon displayed in the top right corner of your screen when you are in a game round or on the overview screen.<br><br><br />
<br />
Clicking or tapping on either of those icons will open the Operations screen, where you can view all available operations and monitor your progress for each one.</div><br />
<br />
<h4>Milestone Progression</h4><br />
<div>[[File:Operations_milestone_progress.png|thumb]]Operations are not just about completing tasks; they are divided into several milestones that you must unlock one after another. Each milestone you reach will grant you valuable rewards, adding an extra layer of motivation and excitement to your gameplay. Claim your well-deserved rewards in the Operations section once you've achieved a milestone.</div><br />
<h4>Completing Operations</h4><br />
<div>The beauty of Operations lies in their simplicity. To progress toward your goals, all you need to do is tackle the task presented in the Operations. There's no need for additional actions; the game will automatically register your efforts and track your progress for each currently available Operation. To excel in Operations, it's essential to regularly check your available tasks and adjust your gameplay accordingly to efficiently complete each Operation's objectives.</div><br />
<br />
<h4>Rewards</h4><br />
<div>[[File:Operations_rewards.png|thumb]]Completing a milestone or a complete Operation unlocks different types of rewards. The rewards may differ from Operation to Operation and can include [[GOLD & SHOP|GOLD]], [[PREMIUM ACCOUNT]], [[BOOSTER CARDS|BOOSTER]] or [[BOOSTER CARDS|UNIT CARDS]]. When you claim rewards like Booster or Unit Cards, these will be added to your [[INVENTORY]]. Gold and Premium Account will automatically be added to your account balance.</div><br />
<br />
<h4>Diverse Challenges Await:</h4><br />
<div>Operations have been designed to cater to a wide range of players with varying play styles. Whether you're a seasoned veteran or a newcomer to the game, there's an Operation that suits your skills and preferences. These tasks are designed to challenge you, encourage strategic thinking, and, most importantly, provide you with hours of entertainment. Tasks can include:<br />
<br />
*Capturing provinces and capitals*<br />
*Survive for a certain amount of days in a match<br />
*Gain additional Operations XP from shop purchases<br />
*etc.<br />
<br />
*Note that soon only provinces and capitals captured in system-generated games count towards this task. Private matches do not qualify.</div></div>Userhttps://wiki.callofwar.com/index.php?title=File:Operations_rewards.png&diff=910File:Operations rewards.png2023-10-04T14:54:43Z<p>User: </p>
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<div>Operations rewards</div>Userhttps://wiki.callofwar.com/index.php?title=File:Operations_milestone_progress.png&diff=909File:Operations milestone progress.png2023-10-04T14:54:23Z<p>User: </p>
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<div>Operations milestone progress</div>Userhttps://wiki.callofwar.com/index.php?title=UNITS&diff=908UNITS2023-10-04T14:51:37Z<p>User: </p>
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<div><h3>Units</h3><br />
<div><br />
Units in ''Call of War'' are separated into different categories: Infantry, Ordnance, Tanks, Aircraft, Naval and Secret. Units in each category have their own '''[[BUILDINGS|building]]''' requirements, resource costs, strengths and weaknesses. <br />
<br />
Units can be '''[[CONSTRUCTION & PRODUCTION|produced]]''' in urban '''[[PROVINCES|provinces]]''' via the build menu. To enable unit production of a specific category the required '''[[BUILDINGS|production building]]''' has to be constructed first. <br />
<br />
Higher unit levels and more advanced units have increased production times and require their production buildings to be leveled up as well in order to maintain an acceptable production time.<br />
<br />
Use the info-button in the '''[[CONSTRUCTION & PRODUCTION|build menu]]''' to open the unit details popup, which provides build costs and build times, exact '''[[COMBAT|combat]]''' values as well as unit descriptions. The most important combat values are the unit’s armor class, its damage against various armor classes, hitpoints, speed and range.<br />
<br />
<br />
The following list provides a general overview over all existing units, their required production building and their purpose. <br />
</div><br />
<h4>Infantry</h4><br />
<div><br />
<p>The following units require '''[[BUILDINGS|Barracks]]''' to be produced:</p><br />
{|<br />
![[File:Militia 1 icon.png|center|alt=|frame]][[File:Militia 2 icon.png|center|alt=|frame]][[File:Militia 3 icon.png|center|alt=|frame]][[File:Militia 4 icon.png|center|alt=|frame]]<br />
|'''<big>''Militia''</big>'''<br />
<small>'''Role:''' Last minute defense, ambushes</small><br />
<br />
<small>'''Special:''' Stealth in forests, hills, mountains and urban terrain.</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class:''' Unarmored</small><br />
<br />
<small>'''Preferred target:''' Unarmored</small><br />
<br />
<small>'''Preferred tactic:''' Defense</small><br />
<br />
<small>'''Preferred terrain:''' Forests, hills, mountains</small><br />
<br />
<small>'''Hitpoints:''' Low</small><br />
<br />
<small>'''Speed:''' Very Slow</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs:''' Very low</small><br />
<br />
<small>'''Resources:''' Food, Goods</small><br />
<br />
<small>'''Build time:''' Very low</small><br />
<br />
<small>'''Availability:''' Early game</small><br />
|-<br />
|[[File:Infantry 1 icon.png|center|alt=|frame]][[File:Infantry 2 icon.png|center|alt=|frame]][[File:Infantry 3 icon.png|center|alt=|frame]][[File:Infantry 4 icon.png|center|alt=|frame]]<br />
|'''<big>''Infantry''</big>'''<br />
<small>'''Role:''' Backbone of armies, city defenders</small><br />
<br />
<small>'''Special:''' -</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class:''' Unarmored</small><br />
<br />
<small>'''Preferred target:''' Unarmored</small><br />
<br />
<small>'''Preferred tactic:''' Defense</small><br />
<br />
<small>'''Preferred terrain:''' Urban, mountains</small><br />
<br />
<small>'''Hitpoints:''' Low</small><br />
<br />
<small>'''Speed:''' Slow</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs:''' Very low</small><br />
<br />
<small>'''Resources:''' Food, Goods</small><br />
<br />
<small>'''Availability:''' Early game</small><br />
<br />
<small>'''Build time:''' Low</small><br />
|-<br />
|[[File:Motorized 1 icon.png|center|alt=|frame]][[File:Motorized 2 icon.png|center|alt=|frame]][[File:Motorized 3 icon.png|center|alt=|frame]][[File:Motorized 4 icon.png|center|alt=|frame]]<br />
|'''<big>''Motorized Infantry''</big>'''<br />
<small>'''Role:''' Scouting, fast offensives</small><br />
<br />
<small>'''Special:''' Reveals stealth units on land, has higher view range</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class:''' Unarmored</small><br />
<br />
<small>'''Preferred target:''' Unarmored</small><br />
<br />
<small>'''Preferred tactic:''' Offense</small><br />
<br />
<small>'''Preferred terrain:''' Plains, urban</small><br />
<br />
<small>'''Hitpoints:''' Medium</small><br />
<br />
<small>'''Speed:''' Fast</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs:''' Medium</small><br />
<br />
<small>'''Resources:''' Food, Goods, Oil</small><br />
<br />
<small>'''Build time:''' Medium</small><br />
<br />
<small>'''Availability:''' Early game</small><br />
|-<br />
|[[File:Mechanized 1 icon.png|center|alt=|frame]][[File:Mechanized 2 icon.png|center|alt=|frame]][[File:Mechanized 3 icon.png|center|alt=|frame]][[File:Mechanized 4 icon.png|center|alt=|frame]]<br />
|'''<big>''Mechanized Infantry''</big>'''<br />
<small>'''Role:''' Versatile attacker and defender</small><br />
<br />
<small>'''Special''': -</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Light armor</small><br />
<br />
<small>'''Preferred target''': Unarmored</small><br />
<br />
<small>'''Preferred tactic''': Versatile</small><br />
<br />
<small>'''Preferred terrain''': Plains, urban</small><br />
<br />
<small>'''Hitpoints''': Medium</small><br />
<br />
<small>'''Speed''': Fast</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Medium</small><br />
<br />
<small>'''Resources''': Food, Metal, Oil</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Mid game</small><br />
|-<br />
|[[File:Commando 1 icon.png|center|alt=|frame]][[File:Commando 2 icon.png|center|alt=|frame]][[File:Commando 3 icon.png|center|alt=|frame]][[File:Commando 4 icon.png|center|alt=|frame]]<br />
|'''<big>''Commandos''</big>'''<br />
<small>'''Role''': Attacks behind enemy lines, attack fortifications</small><br />
<br />
<small>'''Special''': Stealth on all land terrain, ignores enemy defense bonuses</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Unarmored</small><br />
<br />
<small>'''Preferred target''': Light armor</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Preferred terrain''': Forests, hills, mountains</small><br />
<br />
<small>'''Hitpoints''': Low</small><br />
<br />
<small>'''Speed''': Slow</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': High</small><br />
<br />
<small>'''Resources''': Food, Goods, Rare Materials</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Mid game</small><br />
|-<br />
|[[File:Glider paratrooper 1 icon.png|center|alt=|frame]][[File:Glider paratrooper 2 icon.png|center|alt=|frame]][[File:Glider paratrooper 3 icon.png|center|alt=|frame]][[File:Glider paratrooper 4 icon.png|center|alt=|frame]]<br />
|'''<big>''Paratroopers (Aircraft)''</big>'''<br />
<small>'''Role''': Attacks behind enemy lines, ambushes</small><br />
<br />
<small>'''Special''': Can take off from airstrips. Drops Paratrooper (Infantry) on attack location. Can be converted to Paratrooper (Infantry).</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Aircraft</small><br />
<br />
<small>'''Preferred target''': -</small><br />
<br />
<small>'''Hitpoints''': Low</small><br />
<br />
<small>'''Air speed''': Slow</small><br />
<br />
<small>'''Flight range''': Low</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': High</small><br />
<br />
<small>'''Resources''': Food, Goods, Rare Materials</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Mid game</small><br />
|-<br />
|[[File:Paratrooper 1 icon.png|center|alt=|frame]][[File:Paratrooper 2 icon.png|center|alt=|frame]][[File:Paratrooper 3 icon.png|center|alt=|frame]][[File:Paratrooper 4 icon.png|center|alt=|frame]]<br />
|'''<big>''Paratroopers (Infantry)''</big>'''<br />
<small>'''Role''': Attacks behind enemy lines, ambushes</small><br />
<br />
<small>'''Special''': Stealth in forests. Can be converted to Paratrooper (Aircraft).</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Unarmored</small><br />
<br />
<small>'''Preferred target''': Unarmored</small><br />
<br />
<small>'''Preferred tactic''': Versatile</small><br />
<br />
<small>'''Preferred terrain''': Forests, hills</small><br />
<br />
<small>'''Hitpoints''': Low</small><br />
<br />
<small>'''Speed''': Slow</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': High</small><br />
<br />
<small>'''Resources''': Food, Goods, Rare Materials</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Mid game</small><br />
|}<br />
</div><br />
<h4>Ordnance</h4><br />
<div><br />
<p>The following units require an '''[[BUILDINGS|Ordnance Foundry]]''' to be produced:</p><br />
<p></p><br />
{|<br />
|[[File:Anti tank t2 1 icon.png|center|alt=|frame]][[File:Anti tank t2 2 icon.png|center|alt=|frame]][[File:Anti tank t2 3 icon.png|center|alt=|frame]][[File:Anti tank t2 4 icon.png|center|alt=|frame]]<br />
|'''<big>''Anti Tank''</big>'''<br />
<small>'''Role''': Stop tank attacks, ambushes</small><br />
<br />
<small>'''Special''': Stealth in forests, hills and urbans terrain</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Unarmored</small><br />
<br />
<small>'''Preferred target''': Light & heavy armor</small><br />
<br />
<small>'''Preferred tactic''': Defense</small><br />
<br />
<small>'''Preferred terrain''': Forests, hills, urban</small><br />
<br />
<small>'''Hitpoints:''' Low</small><br />
<br />
<small>'''Speed''': Slow</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Low</small><br />
<br />
<small>'''Resources''': Food, Goods, Metal</small><br />
<br />
<small>'''Build time''': Low</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Artillery 1 icon.png|center|alt=|frame]][[File:Artillery 2 icon.png|center|alt=|frame]][[File:Artillery 3 icon.png|center|alt=|frame]][[File:Artillery 4 icon.png|center|alt=|frame]]<br />
|'''<big>''Artillery''</big>'''<br />
<small>'''Role''': Bombard armies and fortifications</small><br />
<br />
<small>'''Special''': Has ranged attack</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Unarmored</small><br />
<br />
<small>'''Preferred target''': Heavy armor</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Preferred terrain''': Forests, hills, mountains</small><br />
<br />
<small>'''Hitpoints''': Very low</small><br />
<br />
<small>'''Speed''': Slow</small><br />
<br />
<small>'''Attack range''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Medium</small><br />
<br />
<small>'''Resources''': Food, Goods, Metal</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Mobile artillery 1 icon.png|center|alt=|frame]][[File:Mobile artillery 2 icon.png|center|alt=|frame]][[File:Mobile artillery 3 icon.png|center|alt=|frame]][[File:Mobile artillery 4 icon.png|center|alt=|frame]]<br />
|'''<big>''SP Artillery''</big>'''<br />
<small>'''Role''': Bombard armies and fortifications, fast offensives</small><br />
<br />
<small>'''Special''': Has ranged attack</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Light armor</small><br />
<br />
<small>'''Preferred target''': Heavy armor</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Preferred terrain''': Plains, forests, hills</small><br />
<br />
<small>'''Hitpoints''': Low</small><br />
<br />
<small>'''Speed''': Fast</small><br />
<br />
<small>'''Attack range''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': High</small><br />
<br />
<small>'''Resources''': Goods, Metal, Oil</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Mid game</small><br />
|-<br />
|[[File:Anti air 1 icon.png|center|alt=|frame]][[File:Anti air 2 icon.png|center|alt=|frame]][[File:Anti air 3 icon.png|center|alt=|frame]][[File:Anti air 4 icon.png|center|alt=|frame]]<br />
|'''<big>''Anti Air''</big>'''<br />
<small>'''Role''': Defend cities against aircraft</small><br />
<br />
<small>'''Special''': -</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Unarmored</small><br />
<br />
<small>'''Preferred target''': Aircraft</small><br />
<br />
<small>'''Preferred tactic''': Defense</small><br />
<br />
<small>'''Preferred terrain''': Forests, hills, urban</small><br />
<br />
<small>'''Hitpoints''': Low</small><br />
<br />
<small>'''Speed''': Slow</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Low</small><br />
<br />
<small>'''Resources''': Food, Goods, Metal</small><br />
<br />
<small>'''Build time''': Low</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Mobile antiair 1 icon.png|center|alt=|frame]][[File:Mobile antiair 2 icon.png|center|alt=|frame]][[File:Mobile antiair 3 icon.png|center|alt=|frame]][[File:Mobile antiair 4 icon.png|center|alt=|frame]]<br />
|'''<big>''SP Anti Air''</big>'''<br />
<small>'''Role''': Defend mobile armies against aircraft</small><br />
<br />
<small>'''Special''': -</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Light armor</small><br />
<br />
<small>'''Preferred target''': Aircraft</small><br />
<br />
<small>'''Preferred tactic''': Defense</small><br />
<br />
<small>'''Preferred terrain''': Forests, hills, urban</small><br />
<br />
<small>'''Hitpoints''': Medium</small><br />
<br />
<small>'''Speed''': Fast</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Medium</small><br />
<br />
<small>'''Resources''': Goods, Metal, Oil</small><br />
<br />
<small>'''Build time''': Low</small><br />
<br />
<small>'''Availability''': Mid game</small><br />
|}<br />
</div><br />
<h4>Tanks</h4><br />
<div><br />
<p>The following units require a '''[[BUILDINGS|Tank Plant]]''' to be produced:</p><br />
<p></p><br />
{|<br />
|[[File:Armored car 1 icon.png|center|frame]][[File:Armored car 2 icon.png|center|frame]][[File:Armored car 3 icon.png|center|frame]][[File:Armored car 4 icon.png|center|frame]]<br />
|'''<big>''Armored Car''</big>'''<br />
<small>'''Role''': Scouting, mobile defenders</small><br />
<br />
<small>'''Special''': Reveals stealth units on land, has higher view range</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Light armor</small><br />
<br />
<small>'''Preferred target''': Unarmored</small><br />
<br />
<small>'''Preferred tactic''': Defense</small><br />
<br />
<small>'''Preferred terrain''': Plains</small><br />
<br />
<small>'''Hitpoints''': Medium</small><br />
<br />
<small>'''Speed''': Fast</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Medium</small><br />
<br />
<small>'''Resources''': Goods, Metal, Oil</small><br />
<br />
<small>'''Build time''': Low</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Tank light 1 icon.png|center|frame]][[File:Tank light 2 icon.png|center|frame]][[File:Tank light 3 icon.png|center|frame]][[File:Tank light 4 icon.png|center|frame]]<br />
|'''<big>''Light Tank''</big>'''<br />
<small>'''Role''': Fast offensives</small><br />
<br />
<small>'''Special''': -</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Light armor</small><br />
<br />
<small>'''Preferred target''': Light armor</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Preferred terrain''': Plains</small><br />
<br />
<small>'''Hitpoints''': Medium</small><br />
<br />
<small>'''Speed''': Fast</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Medium</small><br />
<br />
<small>'''Resources''': Goods, Metal, Oil</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Tank medium 1 icon.png|center|frame]][[File:Tank medium 2 icon.png|center|frame]][[File:Tank medium 3 icon.png|center|frame]][[File:Tank medium 4 icon.png|center|frame]]<br />
|'''<big>''Medium Tank''</big>'''<br />
<small>'''Role''': Break through enemy lines</small><br />
<br />
<small>'''Special''': -</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Heavy Armor</small><br />
<br />
<small>'''Preferred target''': Light armor</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Preferred terrain''': Plains</small><br />
<br />
<small>'''Hitpoints''': High</small><br />
<br />
<small>'''Speed''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': High</small><br />
<br />
<small>'''Resources''': Metal, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Mid game</small><br />
|-<br />
|[[File:Tank heavy 1 icon.png|center|frame]][[File:Tank heavy 2 icon.png|center|frame]][[File:Tank heavy 3 icon.png|center|frame]][[File:Tank heavy 4 icon.png|center|frame]]<br />
|'''<big>''Heavy Tank''</big>'''<br />
<small>'''Role''': Break through enemy lines, versatile attacker and defender</small><br />
<br />
<small>'''Special''': -</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Heavy Armor</small><br />
<br />
<small>'''Preferred target''': Light Armor</small><br />
<br />
<small>'''Preferred tactic''': Versatile</small><br />
<br />
<small>'''Preferred terrain''': Plains</small><br />
<br />
<small>'''Hitpoints''': Very high</small><br />
<br />
<small>'''Speed''': Slow</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Very high</small><br />
<br />
<small>'''Resources''': Metal, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': High</small><br />
<br />
<small>'''Availability''': Mid game</small><br />
|-<br />
|[[File:Tank destroyer t2 1 icon.png|center|frame]][[File:Tank destroyer t2 2 icon.png|center|frame]][[File:Tank destroyer t2 3 icon.png|center|frame]][[File:Tank destroyer t2 4 icon.png|center|frame]]<br />
|'''<big>''Tank Destroyer''</big>'''<br />
<small>'''Role''': Stop tank attacks, mobile defender</small><br />
<br />
<small>'''Special''': -</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Heavy armor</small><br />
<br />
<small>'''Preferred target''': Heavy armor</small><br />
<br />
<small>'''Preferred tactic''': Defense</small><br />
<br />
<small>'''Preferred terrain''': Plains, forests, hills</small><br />
<br />
<small>'''Hitpoints''': High</small><br />
<br />
<small>'''Speed''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': High</small><br />
<br />
<small>'''Resources''': Metal, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Mid game</small><br />
|-<br />
|[[File:Flame_Tank_1.png|center|frame]][[File:Flame_Tank_2.png|center|frame]][[File:Flame_Tank_3.png|center|frame]][[File:Flame_Tank_4.png|center|frame]]<br />
|'''<big>''Flame Tank''</big>'''<br />
<small>'''Role''': Decimate fortifications protected by unarmored troops</small><br />
<br />
<small>'''Special''': Ignores enemy defense bonus</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Heavy armor</small><br />
<br />
<small>'''Preferred target''': Unarmored and fortifications</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Preferred terrain''': Plains</small><br />
<br />
<small>'''Hitpoints''': High</small><br />
<br />
<small>'''Speed''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': 1 Inventory card </small><br />
<br />
<small>'''Resources''': Inventory card</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Mid-game, Cannot be researched or produced, Only available through [[BOOSTER CARDS|Unit Cards]] from [[OPERATIONS|Operations]]</small><br />
<br />
|}<br />
</div><br />
<h4>Aircraft</h4><br />
<div><br />
<p>The following units require an '''[[BUILDINGS|Aircraft Factory]]''' to be produced:</p><br />
{|<br />
|[[File:Fighter 1 icon.png|center|frame]][[File:Fighter 2 icon.png|center|frame]][[File:Fighter 3 icon.png|center|frame]][[File:Fighter 4 icon.png|center|frame]]<br />
|'''<big>''Interceptor''</big>'''<br />
<small>'''Role''': Air superiority, scouting</small><br />
<br />
<small>'''Special''': Reveals stealth units on land, can take off from airstrips and carriers</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Aircraft</small><br />
<br />
<small>'''Preferred target''': Aircraft</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Hitpoints''': Low</small><br />
<br />
<small>'''Air speed''': Fast</small><br />
<br />
<small>'''Flight range''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Medium</small><br />
<br />
<small>'''Resources''': Goods, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': Low</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Bomber tactical 1 icon.png|center|frame]][[File:Bomber tactical 2 icon.png|center|frame]][[File:Bomber tactical 3 icon.png|center|frame]][[File:Bomber tactical 4 icon.png|center|frame]]<br />
|'''<big>''Tactical Bomber''</big>'''<br />
<small>'''Role''': Airstrikes against unarmored targets</small><br />
<br />
<small>'''Special''': Can take off from airstrips and carriers</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Aircraft</small><br />
<br />
<small>'''Preferred target''': Unarmored</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Hitpoints''': Medium</small><br />
<br />
<small>'''Air speed''': Medium</small><br />
<br />
<small>'''Flight range''': High</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': High</small><br />
<br />
<small>'''Resources''': Goods, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Attack bomber 1 icon.png|center|frame]][[File:Attack bomber 2 icon.png|center|frame]][[File:Attack bomber 3 icon.png|center|frame]][[File:Attack bomber 4 icon.png|center|frame]]<br />
|'''<big>''Attack Bomber''</big>'''<br />
<small>'''Role''': Airstrikes against heavy armored targets</small><br />
<br />
<small>'''Special''': Can take off from airstrips and carriers</small><br />
<br />
<small>__________________________</small> <br />
<br />
<small>'''Armor class''': Aircraft</small><br />
<br />
<small>'''Preferred target''': Heavy armor</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Hitpoints''': Low</small><br />
<br />
<small>'''Air speed''': Fast</small><br />
<br />
<small>'''Flight range''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': High</small><br />
<br />
<small>'''Resources''': Goods, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Bomber strategic 1 icon.png|center|frame]][[File:Bomber strategic 2 icon.png|center|frame]][[File:Bomber strategic 3 icon.png|center|frame]][[File:Bomber strategic 4 icon.png|center|frame]]<br />
|'''<big>''Strategic Bomber''</big>'''<br />
<small>'''Role''': Airstrikes against provinces</small><br />
<br />
<small>'''Special''': Can take off from airstrips</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Aircraft</small><br />
<br />
<small>'''Preferred target''': Buildings</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Hitpoints''': High</small><br />
<br />
<small>'''Air speed''': Medium</small><br />
<br />
<small>'''Flight range''': Very high</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': High</small><br />
<br />
<small>'''Resources''': Goods, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Bomber naval 1 icon.png|center|frame]][[File:Bomber naval 2 icon.png|center|frame]][[File:Bomber naval 3 icon.png|center|frame]][[File:Bomber naval 4 icon.png|center|frame]]<br />
|'''<big>''Naval Bomber''</big>'''<br />
<small>'''Role''': Scouting on sea, airstrikes against ships and submarines</small><br />
<br />
<small>'''Special''': Reveals submarines, can take off from airstrips and carriers</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Aircraft</small><br />
<br />
<small>'''Preferred target''': Ships</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Hitpoints''': Medium</small><br />
<br />
<small>'''Air speed''': Medium</small><br />
<br />
<small>'''Flight range''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Medium</small><br />
<br />
<small>'''Resources''': Goods, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': Low</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Airtransport 1 icon.png|center|frame]][[File:Airtransport 2 icon.png|center|frame]][[File:Airtransport 3 icon.png|center|frame]][[File:Airtransport 4 icon.png|center|frame]]<br />
|'''<big>''Aircraft Transport''</big>'''<br />
<small>'''Role''': Move aircraft over land</small><br />
<br />
<small>'''Special''': Refueling aircrafts and aircrafts moved to positions without airstrip automatically convert into Aircraft transports</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Light Armor</small><br />
<br />
<small>'''Preferred target''': -</small><br />
<br />
<small>'''Preferred tactic''': -</small><br />
<br />
<small>'''Hitpoints''': Very low</small><br />
<br />
<small>'''Speed''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': -</small><br />
<br />
<small>'''Build time''': -</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|}<br />
</div><br />
<h4>Naval</h4><br />
<div><br />
The following units require a '''[[BUILDINGS|Naval Base]]''' to be produced:<br />
{|<br />
|[[File:Destroyer icon.png|center|frame]]<br />
|'''<big>''Destroyer''</big>'''<br />
<small>'''Role''': Scouting, counter Submarines</small><br />
<br />
<small>'''Special''': Reveals submarines</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Ship</small><br />
<br />
<small>'''Preferred target''': Submarine</small><br />
<br />
<small>'''Preferred tactic''': Versatile</small><br />
<br />
<small>'''Hitpoints''': High</small><br />
<br />
<small>'''Speed''': Fast</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Medium</small><br />
<br />
<small>'''Resources''': Food, Metal, Oil</small><br />
<br />
<small>'''Build time''': Low</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Submarine icon.png|center|frame]]<br />
|'''<big>''Submarine''</big>'''<br />
<small>'''Role''': Ambush unescorted transports and battleships</small><br />
<br />
<small>'''Special''': Stealth</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Submarine</small><br />
<br />
<small>'''Preferred target''': Ship</small><br />
<br />
<small>'''Preferred tactic''': Versatile</small><br />
<br />
<small>'''Hitpoints''': Medium</small><br />
<br />
<small>'''Speed''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Low</small><br />
<br />
<small>'''Resources''': Food, Metal, Oil</small><br />
<br />
<small>'''Build time''': Low</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Cruiser icon.png|center|frame]]<br />
|'''<big>''Cruiser''</big>'''<br />
<small>'''Role''': Defend fleet against aircraft, naval allrounder, coastal raids</small><br />
<br />
<small>'''Special''': Has ranged attack</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Ship</small><br />
<br />
<small>'''Preferred target''': Aircraft</small><br />
<br />
<small>'''Preferred tactic''': Versatile</small><br />
<br />
<small>'''Hitpoints''': High</small><br />
<br />
<small>'''Speed''': Fast</small><br />
<br />
<small>'''Attack range''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Medium</small><br />
<br />
<small>'''Resources''': Food, Metal, Oil</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Battleship 1 icon.png|center|frame]][[File:Battleship 2 icon.png|center|alt=|frame]][[File:Battleship 3 icon.png|center|frame]][[File:Battleship 4 icon.png|center|frame]]<br />
|'''<big>''Battleship''</big>'''<br />
<small>'''Role''': Sink enemy fleets, coastal raids</small><br />
<br />
<small>'''Special''': Has ranged attack</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Ship</small><br />
<br />
<small>'''Preferred target''': Ship</small><br />
<br />
<small>'''Preferred tactic''': Versatile</small><br />
<br />
<small>'''Hitpoints''': Very high</small><br />
<br />
<small>'''Speed''': Medium</small><br />
<br />
<small>'''Attack range''': High</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': High</small><br />
<br />
<small>'''Resources''': Food, Metal, Oil</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Carrier 1 icon.png|center|frame]][[File:Carrier 2 icon.png|center|frame]][[File:Carrier 3 icon.png|center|frame]][[File:Carrier 4 icon.png|center|frame]]<br />
|'''<big>''Aircraft Carrier''</big>'''<br />
<small>'''Role''': Transport aircraft over sea</small><br />
<br />
<small>'''Special''': Functions as mobile airstrip for Interceptors, Tactical Bombers, Attack Bombers and Naval Bombers</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Ship</small><br />
<br />
<small>'''Preferred target''': Ship</small><br />
<br />
<small>'''Preferred tactic''': Versatile</small><br />
<br />
<small>'''Hitpoints''': Very high</small><br />
<br />
<small>'''Speed''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': High</small><br />
<br />
<small>'''Resources''': Food, Metal, Oil</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Transport icon.png|center|frame]]<br />
|'''<big>''Transport Ship''</big>'''<br />
<small>'''Role''': Transports land units over sea</small><br />
<br />
<small>'''Special''': Land units automatically convert to transport ships when embarking on sea</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Ship</small><br />
<br />
<small>'''Preferred target''': -</small><br />
<br />
<small>'''Preferred tactic''': -</small><br />
<br />
<small>'''Hitpoints''': Very low</small><br />
<br />
<small>'''Speed''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': -</small><br />
<br />
<small>'''Build time''': -</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|}<br />
</div><br />
<h4>Secret</h4><br />
<div><br />
<p>The following units require a '''[[BUILDINGS|Secret Lab]]''' to be produced:</p><br />
{|<br />
|[[File:Rocket artillery 1 icon.png|center|frame]][[File:Rocket artillery 2 icon.png|center|frame]][[File:Rocket artillery 3 icon.png|center|frame]][[File:Rocket artillery 4 icon.png|center|frame]]<br />
|'''<big>''Rocket Artillery''</big>'''<br />
<small>'''Role''': Bombard armies and fortifications</small><br />
<br />
<small>'''Special''': Has ranged attack</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Unarmored</small><br />
<br />
<small>'''Preferred target''': Unarmored</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Preferred terrain''': Forests, hills, mountains</small><br />
<br />
<small>'''Hitpoints''': Very low</small><br />
<br />
<small>'''Speed''': Slow</small><br />
<br />
<small>'''Attack range''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Medium</small><br />
<br />
<small>'''Resources''': Food, Metal, Rare Materials</small><br />
<br />
<small>'''Build time''': Low</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Mobile rocket artillery 1 icon.png|center|frame]][[File:Mobile rocket artillery 2 icon.png|center|frame]][[File:Mobile rocket artillery 3 icon.png|center|frame]][[File:Mobile rocket artillery 4 icon.png|center|frame]]<br />
|'''<big>''SP Rocket Artillery''</big>'''<br />
<small>'''Role''': Bombard armies and fortifications, fast offensives</small><br />
<br />
<small>'''Special''': Has ranged attack</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Light armor</small><br />
<br />
<small>'''Preferred target''': Unarmored</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Preferred terrain''': Plains, forests, hills</small><br />
<br />
<small>'''Hitpoints''': Low</small><br />
<br />
<small>'''Speed''': Fast</small><br />
<br />
<small>'''Attack range''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': High</small><br />
<br />
<small>'''Resources''': Metal, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Mid game</small><br />
|-<br />
|[[File:Railgun 1 icon.png|center|frame]][[File:Railgun 2 icon.png|center|frame]][[File:Railgun 3 icon.png|center|frame]][[File:Railgun 4 icon.png|center|frame]]<br />
|'''<big>''Railroad Gun''</big>'''<br />
<small>'''Role''': Bombard armies and fortifications from great distances</small><br />
<br />
<small>'''Special''': Has ranged attack</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Heavy armor</small><br />
<br />
<small>'''Preferred target''': Light armor</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Preferred terrain''': Forests, hills</small><br />
<br />
<small>'''Hitpoints''': Low</small><br />
<br />
<small>'''Speed''': Very slow</small><br />
<br />
<small>'''Attack range''': Very high</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': High</small><br />
<br />
<small>'''Resources''': Metal, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Mid game</small><br />
|-<br />
|[[File:Flying bomb icon.png|center|frame]]<br />
|'''<big>''Flying Bomb''</big>'''<br />
<small>'''Role''': Strike against provinces</small><br />
<br />
<small>'''Special''': One time use, attack can not be aborted, damages friends and foes alike</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Aircraft</small><br />
<br />
<small>'''Preferred target''': Buildings</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Hitpoints''': Very low</small><br />
<br />
<small>'''Air speed''': Slow</small><br />
<br />
<small>'''Flight range''': Low</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Very low</small><br />
<br />
<small>'''Resources''': Metal, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': Very low</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Rocket icon.png|center|frame]]<br />
|'''<big>''Rocket''</big>'''<br />
<small>'''Role''': Strike against provinces</small><br />
<br />
<small>'''Special''': One time use, attack can not be aborted, can not be shot down in flight, damages friends and foes alike</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Aircraft</small><br />
<br />
<small>'''Preferred target''': Buildings</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Hitpoints''': Very low</small><br />
<br />
<small>'''Air speed''': Very fast</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Low</small><br />
<br />
<small>'''Resources''': Metal, Oil, Rare Materials</small><br />
<br />
<small>'''Flight range''': High</small><br />
<br />
<small>'''Build time''': Low</small><br />
<br />
<small>'''Availability''': Mid game</small><br />
|-<br />
|[[File:Fighter jet icon.png|center|frame]]<br />
|'''<big>''Rocket Fighter''</big>'''<br />
<small>'''Role''': Local air superiority</small><br />
<br />
<small>'''Special''': -</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Aircraft</small><br />
<br />
<small>'''Preferred target''': Aircraft</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Hitpoints''': Low</small><br />
<br />
<small>'''Air speed''': Very fast</small><br />
<br />
<small>'''Flight range''': Very low</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Medium</small><br />
<br />
<small>'''Resources''': Goods, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': Low</small><br />
<br />
<small>'''Availability''': Mid game</small><br />
|-<br />
|[[File:Bomber atomic icon.png|center|frame]]<br />
|'''<big>''Nuclear Bomber''</big>'''<br />
<small>'''Role''': Super weapon, eliminate large armies, destroy provinces</small><br />
<br />
<small>'''Special''': One time use, huge blast radius, extremely high damage, damages friends and foes alike, ignores enemy defense bonuses</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Aircraft</small><br />
<br />
<small>'''Preferred target''': Unarmored</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Hitpoints''': Medium</small><br />
<br />
<small>'''Air speed''': Medium</small><br />
<br />
<small>'''Flight range''': Very high</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Very high</small><br />
<br />
<small>'''Resources''': Goods, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': Very high</small><br />
<br />
<small>'''Availability''': Late game</small><br />
|-<br />
|[[File:Rocket atomic icon.png|center|frame]]<br />
|'''<big>''Nuclear Rocket''</big>'''<br />
<small>'''Role''': Super weapon, eliminate large armies, destroy provinces</small><br />
<br />
<small>'''Special''': One time use, attack can not be aborted, huge blast radius, extremely high damage, damages friends and foes alike, ignores enemy defense bonuses</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Aircraft</small><br />
<br />
<small>'''Preferred target''': Unarmored</small><br />
<br />
<small>'''Preferred tactic''': Offensive</small><br />
<br />
<small>'''Hitpoints''': Very low</small><br />
<br />
<small>'''Air speed''': Very high</small><br />
<br />
<small>'''Flight range''': High</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Very high</small><br />
<br />
<small>'''Resources''': Metal, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': Very high</small><br />
<br />
<small>'''Availability''': Late game</small><br />
|}<br />
</div></div>Userhttps://wiki.callofwar.com/index.php?title=File:Flame_Tank_4.png&diff=907File:Flame Tank 4.png2023-10-04T14:50:37Z<p>User: </p>
<hr />
<div>Pan-Asian Flame Tank</div>Userhttps://wiki.callofwar.com/index.php?title=File:Flame_Tank_3.png&diff=906File:Flame Tank 3.png2023-10-04T14:49:55Z<p>User: </p>
<hr />
<div>Comintern Flame Tank</div>Userhttps://wiki.callofwar.com/index.php?title=File:Flame_Tank_2.png&diff=905File:Flame Tank 2.png2023-10-04T14:48:51Z<p>User: </p>
<hr />
<div>Allied Flame Tank</div>Userhttps://wiki.callofwar.com/index.php?title=File:Flame_Tank_1.png&diff=904File:Flame Tank 1.png2023-10-04T14:47:30Z<p>User: User uploaded a new version of File:Flame Tank 1.png</p>
<hr />
<div>Flame Tank Axis</div>Userhttps://wiki.callofwar.com/index.php?title=File:Flame_Tank_1.png&diff=903File:Flame Tank 1.png2023-10-04T14:27:36Z<p>User: </p>
<hr />
<div>Flame Tank Axis</div>Userhttps://wiki.callofwar.com/index.php?title=OPERATIONS&diff=902OPERATIONS2023-10-04T13:57:05Z<p>User: </p>
<hr />
<div><h3>Operations</h3><br />
<div>Operations in Call of War are a feature designed to immerse players in a world of long-term tasks and challenges. These tasks offer a wide range of experiences, from straightforward objectives to complex missions that will compel players to adapt and rethink their conventional strategies.</div><br />
<br />
<h4>Access</h4><br />
<div>[[File:Operations Mobile.jpg|thumb|alt=|In the app on Android or iOS you find the Operations icon on the right side of your screen.]]To access Operations on your mobile device, simply look for the icon displayed on the right side of your screen when you are in a game round.<br><br><br />
<br />
You can also access Operations from the overview screen by tapping on the Operations icon right above the "Play Now!" button.<br><br><br />
<br />
[[File:Operations PC.jpg|thumb|alt=|On PC you find the Operations icon in the top right corner of your screen.]]To access Operations on your PC, simply look for the icon displayed in the top right corner of your screen when you are in a game round or on the overview screen.<br><br><br />
<br />
Clicking or tapping on either of those icons will open the Operations screen, where you can view all available operations and monitor your progress for each one.</div><br />
<br />
<h4>Milestone Progression</h4><br />
<div>Operations are not just about completing tasks; they are divided into several milestones that you must unlock one after another. Each milestone you reach will grant you valuable rewards, adding an extra layer of motivation and excitement to your gameplay. Claim your well-deserved rewards in the Operations section once you've achieved a milestone.</div><br />
<h4>Completing Operations</h4><br />
<div>The beauty of Operations lies in their simplicity. To progress toward your goals, all you need to do is tackle the task presented in the Operations. There's no need for additional actions; the game will automatically register your efforts and track your progress for each currently available Operation. To excel in Operations, it's essential to regularly check your available tasks and adjust your gameplay accordingly to efficiently complete each Operation's objectives.</div><br />
<br />
<h4>Rewards</h4><br />
<div>Completing a milestone or a complete Operation unlocks different types of rewards. The rewards may differ from Operation to Operation and can include [[GOLD & SHOP|GOLD]], [[PREMIUM ACCOUNT]], [[BOOSTER CARDS|BOOSTER]] or [[BOOSTER CARDS|UNIT CARDS]]. When you claim rewards like Booster or Unit Cards, these will be added to your [[INVENTORY]]. Gold and Premium Account will automatically be added to your account balance.</div><br />
<br />
<h4>Diverse Challenges Await:</h4><br />
<div>Operations have been designed to cater to a wide range of players with varying play styles. Whether you're a seasoned veteran or a newcomer to the game, there's an Operation that suits your skills and preferences. These tasks are designed to challenge you, encourage strategic thinking, and, most importantly, provide you with hours of entertainment. Tasks can include:<br />
<br />
*Capturing provinces and capitals*<br />
*Survive for a certain amount of days in a match<br />
*Gain additional Operations XP from shop purchases<br />
*etc.<br />
<br />
*Note that soon only provinces and capitals captured in system-generated games count towards this task. Private matches do not qualify.</div></div>Userhttps://wiki.callofwar.com/index.php?title=File:Operations_Mobile.jpg&diff=901File:Operations Mobile.jpg2023-10-04T13:53:23Z<p>User: </p>
<hr />
<div>Where to find the Operations icon on mobile devices.</div>Userhttps://wiki.callofwar.com/index.php?title=OPERATIONS&diff=900OPERATIONS2023-10-04T13:51:39Z<p>User: </p>
<hr />
<div><h3>Operations</h3><br />
<div>Operations in Call of War are a feature designed to immerse players in a world of long-term tasks and challenges. These tasks offer a wide range of experiences, from straightforward objectives to complex missions that will compel players to adapt and rethink their conventional strategies.</div><br />
<br />
<h4>Access</h4><br />
<div>To access Operations on your mobile device, simply look for the icon displayed on the right side of your screen when you are in a game round. <br />
<br />
You can also access Operations from the overview screen by tapping on the Operations icon right above the "Play Now!" button. <br />
<br />
[[File:Operations PC.jpg|thumb]]To access Operations on your PC, simply look for the icon displayed in the top right corner of your screen when you are in a game round or on the overview screen.<br />
<br />
Clicking or tapping on either of those icons will open the Operations screen, where you can view all available operations and monitor your progress for each one.</div><br />
<br />
<h4>Milestone Progression</h4><br />
<div>Operations are not just about completing tasks; they are divided into several milestones that you must unlock one after another. Each milestone you reach will grant you valuable rewards, adding an extra layer of motivation and excitement to your gameplay. Claim your well-deserved rewards in the Operations section once you've achieved a milestone.</div><br />
<h4>Completing Operations</h4><br />
<div>The beauty of Operations lies in their simplicity. To progress toward your goals, all you need to do is tackle the task presented in the Operations. There's no need for additional actions; the game will automatically register your efforts and track your progress for each currently available Operation. To excel in Operations, it's essential to regularly check your available tasks and adjust your gameplay accordingly to efficiently complete each Operation's objectives.</div><br />
<br />
<h4>Rewards</h4><br />
<div>Completing a milestone or a complete Operation unlocks different types of rewards. The rewards may differ from Operation to Operation and can include [[GOLD & SHOP|GOLD]], [[PREMIUM ACCOUNT]], [[BOOSTER CARDS|BOOSTER]] or [[BOOSTER CARDS|UNIT CARDS]]. When you claim rewards like Booster or Unit Cards, these will be added to your [[INVENTORY]]. Gold and Premium Account will automatically be added to your account balance.</div><br />
<br />
<h4>Diverse Challenges Await:</h4><br />
<div>Operations have been designed to cater to a wide range of players with varying play styles. Whether you're a seasoned veteran or a newcomer to the game, there's an Operation that suits your skills and preferences. These tasks are designed to challenge you, encourage strategic thinking, and, most importantly, provide you with hours of entertainment. Tasks can include:<br />
<br />
*Capturing provinces and capitals*<br />
*Survive for a certain amount of days in a match<br />
*Gain additional Operations XP from shop purchases<br />
*etc.<br />
<br />
*Note that soon only provinces and capitals captured in system-generated games count towards this task. Private matches do not qualify.</div></div>Userhttps://wiki.callofwar.com/index.php?title=File:Operations_PC.jpg&diff=899File:Operations PC.jpg2023-10-04T13:49:14Z<p>User: </p>
<hr />
<div>Where to find the Operations Icon on PC</div>Userhttps://wiki.callofwar.com/index.php?title=OPERATIONS&diff=898OPERATIONS2023-10-04T13:42:27Z<p>User: </p>
<hr />
<div><h3>Operations</h3><br />
<div>Operations in Call of War are a feature designed to immerse players in a world of long-term tasks and challenges. These tasks offer a wide range of experiences, from straightforward objectives to complex missions that will compel players to adapt and rethink their conventional strategies.</div><br />
<br />
<h4>Access</h4><br />
<div>To access Operations on your mobile device, simply look for the icon displayed on the right side of your screen when you are in a game round. <br />
You can also access Operations from the overview screen by tapping on the Operations icon right above the "Play Now!" button. <br />
To access Operations on your PC, simply look for the icon displayed in the top right corner of your screen when you are in a game round or on the overview screen.<br />
Clicking or tapping on either of those icons will open the Operations screen, where you can view all available operations and monitor your progress for each one.</div><br />
<br />
<h4>Milestone Progression</h4><br />
<div>Operations are not just about completing tasks; they are divided into several milestones that you must unlock one after another. Each milestone you reach will grant you valuable rewards, adding an extra layer of motivation and excitement to your gameplay. Claim your well-deserved rewards in the Operations section once you've achieved a milestone.</div><br />
<h4>Completing Operations</h4><br />
<div>The beauty of Operations lies in their simplicity. To progress toward your goals, all you need to do is tackle the task presented in the Operations. There's no need for additional actions; the game will automatically register your efforts and track your progress for each currently available Operation. To excel in Operations, it's essential to regularly check your available tasks and adjust your gameplay accordingly to efficiently complete each Operation's objectives.</div><br />
<br />
<h4>Rewards</h4><br />
<div>Completing a milestone or a complete Operation unlocks different types of rewards. The rewards may differ from Operation to Operation and can include [[GOLD & SHOP|GOLD]], [[PREMIUM ACCOUNT]], [[BOOSTER CARDS|BOOSTER]] or [[BOOSTER CARDS|UNIT CARDS]]. When you claim rewards like Booster or Unit Cards, these will be added to your [[INVENTORY]]. Gold and Premium Account will automatically be added to your account balance.</div><br />
<br />
<h4>Diverse Challenges Await:</h4><br />
<div>Operations have been designed to cater to a wide range of players with varying play styles. Whether you're a seasoned veteran or a newcomer to the game, there's an Operation that suits your skills and preferences. These tasks are designed to challenge you, encourage strategic thinking, and, most importantly, provide you with hours of entertainment. Tasks can include:<br />
<br />
* Capturing provinces and capitals*<br />
* Survive for a certain amount of days in a match<br />
* Gain additional Operations XP from shop purchases<br />
* etc.<br />
<br />
*Note that soon only provinces and capitals captured in system-generated games count towards this task. Private matches do not qualify.</div></div>Userhttps://wiki.callofwar.com/index.php?title=BOOSTER_CARDS&diff=897BOOSTER CARDS2023-10-04T13:37:27Z<p>User: </p>
<hr />
<div><h3>Booster & Unit Cards</h3><br />
<div>Boosters and Unit Cards in Call of War enhance your strategic capabilities, providing instant unit deployment, production acceleration, construction boosts, research speed-ups, morale increases, and unit healing. They introduce game-changing elements to both offensive and defensive strategies. Here's a concise overview to help you master these powerful tools.</div><br />
<br />
<h4>What Are Booster and Unit Cards?</h4><br />
<div>Boosters and Unit Cards are features in Call of War that simplify and enrich your gaming experience. They empower you to influence various game aspects like resource management, production, construction, research, unit health, and morale. Booster and Unit Cards can be obtained via [[OPERATIONS]], Rewarded Ads, the shop, or giveaways. Booster and Unit Cards you own can be found in your [[INVENTORY]]</div><br />
<br />
<h4>What Booster & Unit Cards are available?</h4><br />
<div>Booster:<br />
*Resource Booster (Small, Medium, Large)<br />
*Production Speed Up (Small, Medium, Large)<br />
*Construction Speed Up (Small, Medium, Large)<br />
*Research Speed Up (Small, Medium, Large)<br />
*Hitpoints Heal (Small, Medium, Large)<br />
*Morale Booster (Small, Medium, Large)<br />
<br />
Unit Cards:<br />
*All regular units (excluding sea units) are available as Unit Cards.<br />
*Special Units: <br />
*Flame Tank (Obtained as an [[OPERATIONS]] reward only)<br />
</div><br />
<br />
<h4>Accessing Boosters and Unit Cards</h4><br />
<div>To use a Booster or Unit Card, access your inventory within the game round you wish to use it and click on the corresponding item.<br />
<br />
Using Boosters:<br />
*'''Resource Booster''': Open your inventory in the desired game round, select the Resource Booster, and instantly add resources to your nation's balance.<br />
*'''Production Speed Up''': Activate the Speed Up button while selecting production in a province, then use the Production Booster to skip production time.<br />
*'''Construction Speed Up''': Tap the Speed Up button when selecting construction in a province, then employ the Construction Booster to skip construction time.<br />
*'''Hitpoints Heal''': Choose an army on the map, tap the boost hitpoints button, and utilize the Hitpoint Booster to increase its hitpoints.<br />
*'''Morale Booster''': Activate the boost morale button when selecting a province on the map, then apply the Morale Booster to enhance its morale.<br />
*'''Research Booster''': Open your research panel, click the speed up button, and employ the Research Booster to skip research time.</div><br />
<br />
<h4>Deploying Units with Unit Cards</h4><br />
<div>To deploy a unit from a Unit Card, access your inventory in the game round where you want to deploy the unit. Activate the Unit Card, then choose the province on the map for deployment.<br />
*Unit Cards bypass production time but require mobilization time, during which they can't attack or move but can defend against enemy attacks.</div><br />
<br />
<h4>Deployment Restrictions</h4><br />
<div><br />
*Unit Cards have deployment restrictions based on unit type and level, matching their availability in the game round.<br />
*You can deploy only one unit per province at a time. Deployed units must fully mobilize before attacking but can defend during mobilization.<br />
*Some units require a higher province morale for deployment.<br />
*A minimum province morale is necessary for deployment.<br />
*Deployed units can't move or attack during mobilization.<br />
*Unit levels match their research level in the game round.<br />
*Units can be deployed only in your provinces.<br />
*You can't deploy in provinces under attack or over units in mobilization.<br />
*Unit Cards must comply with their specified day of availability.</div></div>Userhttps://wiki.callofwar.com/index.php?title=BOOSTER_CARDS&diff=896BOOSTER CARDS2023-10-04T13:36:42Z<p>User: </p>
<hr />
<div><h3>Booster & Unit Cards</h3><br />
<div>Boosters and Unit Cards in Call of War enhance your strategic capabilities, providing instant unit deployment, production acceleration, construction boosts, research speed-ups, morale increases, and unit healing. They introduce game-changing elements to both offensive and defensive strategies. Here's a concise overview to help you master these powerful tools.</div><br />
<br />
<h4>What Are Booster and Unit Cards?</h4><br />
<div>Boosters and Unit Cards are features in Call of War that simplify and enrich your gaming experience. They empower you to influence various game aspects like resource management, production, construction, research, unit health, and morale. Booster and Unit Cards can be obtained via [[OPERATIONS]], Rewarded Ads, the shop, or giveaways. Booster and Unit Cards you own can be found in your [[INVENTORY]]</div><br />
<br />
<h4>What Booster & Unit Cards are available?</h4><br />
<div>Booster:<br />
*Resource Booster (Small, Medium, Large)<br />
*Production Speed Up (Small, Medium, Large)<br />
*Construction Speed Up (Small, Medium, Large)<br />
*Research Speed Up (Small, Medium, Large)<br />
*Hitpoints Heal (Small, Medium, Large)<br />
*Morale Booster (Small, Medium, Large)<br />
<br />
Unit Cards:<br />
*All regular units (excluding sea units) are available as Unit Cards.<br />
*Special Units: <br />
*Flame Tank (Obtained as an [[OPERATIONS]] reward only)<br />
</div><br />
<br />
<h4>Accessing Boosters and Unit Cards</h4><br />
<div>To use a Booster or Unit Card, access your inventory within the game round you wish to use it and click on the corresponding item.<br />
<br />
Using Boosters:<br />
*'''Resource Booster''': Open your inventory in the desired game round, select the Resource Booster, and instantly add resources to your nation's balance.<br />
*'''Production Speed Up''': Activate the Speed Up button while selecting production in a province, then use the Production Booster to skip production time.<br />
*'''Construction Speed Up''': Tap the Speed Up button when selecting construction in a province, then employ the Construction Booster to skip construction time.<br />
*'''Hitpoints Heal''': Choose an army on the map, tap the boost hitpoints button, and utilize the Hitpoint Booster to increase its hitpoints.<br />
*'''Morale Booster''': Activate the boost morale button when selecting a province on the map, then apply the Morale Booster to enhance its morale.<br />
*'''Research Booster''': Open your research panel, click the speed up button, and employ the Research Booster to skip research time.</div><br />
<br />
<h4>Deploying Units with Unit Cards</h4><br />
<div>To deploy a unit from a Unit Card, access your inventory in the game round where you want to deploy the unit. Activate the Unit Card, then choose the province on the map for deployment.<br />
*Unit Cards bypass production time but require mobilization time, during which they can't attack or move but can defend against enemy attacks.</div><br />
<br />
<h4>Deployment Restrictions</h4><br />
<div>*Unit Cards have deployment restrictions based on unit type and level, matching their availability in the game round.<br />
*You can deploy only one unit per province at a time. Deployed units must fully mobilize before attacking but can defend during mobilization.<br />
*Some units require a higher province morale for deployment.<br />
*A minimum province morale is necessary for deployment.<br />
*Deployed units can't move or attack during mobilization.<br />
*Unit levels match their research level in the game round.<br />
*Units can be deployed only in your provinces.<br />
*You can't deploy in provinces under attack or over units in mobilization.<br />
*Unit Cards must comply with their specified day of availability.</div><br />
<br />
<h4></h4><br />
<div></div></div>Userhttps://wiki.callofwar.com/index.php?title=OPERATIONS&diff=895OPERATIONS2023-10-04T13:20:55Z<p>User: </p>
<hr />
<div><h3>Operations</h3><br />
<div>Operations in Call of War are a feature designed to immerse players in a world of long-term tasks and challenges. These tasks offer a wide range of experiences, from straightforward objectives to complex missions that will compel players to adapt and rethink their conventional strategies.</div><br />
<br />
<h4>Access</h4><br />
<div>To access Operations on your mobile device, simply look for the icon displayed on the right side of your screen when you are in a game round. <br />
You can also access Operations from the overview screen by tapping on the Operations icon right above the "Play Now!" button. <br />
To access Operations on your PC, simply look for the icon displayed in the top right corner of your screen when you are in a game round or on the overview screen.<br />
Clicking or tapping on either of those icons will open the Operations screen, where you can view all available operations and monitor your progress for each one.</div><br />
<br />
<h4>Milestone Progression</h4><br />
<div>Operations are not just about completing tasks; they are divided into several milestones that you must unlock one after another. Each milestone you reach will grant you valuable rewards, adding an extra layer of motivation and excitement to your gameplay. Claim your well-deserved rewards in the Operations section once you've achieved a milestone.</div><br />
<h4>Completing Operations</h4><br />
<div>The beauty of Operations lies in their simplicity. To progress toward your goals, all you need to do is tackle the task presented in the Operations. There's no need for additional actions; the game will automatically register your efforts and track your progress for each currently available Operation. To excel in Operations, it's essential to regularly check your available tasks and adjust your gameplay accordingly to efficiently complete each Operation's objectives.</div><br />
<br />
<h4>Rewards</h4><br />
<div>Completing a milestone or a complete Operation unlocks different types of rewards. The rewards may differ from Operation to Operation and can include Gold, Premium Account, Booster or Unit Cards. When you claim rewards like Booster or Unit Cards, these will be added to your [[Inventory]]. Gold and Premium Account will automatically be added to your account balance.</div><br />
<br />
<h4>Diverse Challenges Await:</h4><br />
<div>Operations have been designed to cater to a wide range of players with varying play styles. Whether you're a seasoned veteran or a newcomer to the game, there's an Operation that suits your skills and preferences. These tasks are designed to challenge you, encourage strategic thinking, and, most importantly, provide you with hours of entertainment. Tasks can include:<br />
<br />
* Capturing provinces and capitals*<br />
* Survive for a certain amount of days in a match<br />
* Gain additional Operations XP from shop purchases<br />
* etc.<br />
<br />
*Note that soon only provinces and capitals captured in system-generated games count towards this task. Private matches do not qualify.</div></div>Userhttps://wiki.callofwar.com/index.php?title=BOOSTER_CARDS&diff=894BOOSTER CARDS2023-09-14T11:33:10Z<p>User: Created page with "<h3>Booster Cards</h3> <div>This page is work in progress and will be coming soon!</div>"</p>
<hr />
<div><h3>Booster Cards</h3><br />
<div>This page is work in progress and will be coming soon!</div></div>Userhttps://wiki.callofwar.com/index.php?title=Main_Page&diff=893Main Page2023-09-14T11:32:46Z<p>User: </p>
<hr />
<div><div class="row"><br />
<ul id="cow_navigation" class="small-3 columns nav_container show-for-medium-up"><br />
<li class="nav_header">BEGINNER HELP</li><br />
<li class="nav_item"><span>[[MAIN INTERFACE]]</span></li><br />
<li class="nav_item"><span>[[JOINING GAME ROUNDS]]</span></li><br />
<li class="nav_item"><span>[[GUIDE: HOW TO PLAY]]</span></li><br />
<li class="nav_item"><span>[[FREQUENTLY ASKED QUESTIONS (FAQ)]]</span></li><br />
<li class="nav_header">COUNTRY MANAGEMENT</li><br />
<li class="nav_item"><span>[[PROVINCES]]</span></li><br />
<li class="nav_item"><span>[[CONSTRUCTION & PRODUCTION]]</span></li><br />
<li class="nav_item"><span>[[PROVINCE LIST]]</span></li><br />
<li class="nav_item"><span>[[RESOURCES & MARKET]]</span></li><br />
<li class="nav_item"><span>[[MORALE & UPRISINGS]]</span></li><br />
<li class="nav_item"><span>[[BUILDINGS]]</span></li><br />
<li class="nav_header">WARFARE</li><br />
<li class="nav_item"><span>[[ARMY CONTROLS]]</span></li><br />
<li class="nav_item"><span>[[TERRAIN]]</span></li><br />
<li class="nav_item"><span>[[UNITS]]</span></li><br />
<li class="nav_item"><span>[[RESEARCH]]</span></li><br />
<li class="nav_item"><span>[[DOCTRINES]]</span></li><br />
<li class="nav_item"><span>[[COMBAT]]</span></li><br />
<li class="nav_item"><span>[[VICTORY CONDITIONS]]</span></li><br />
<li class="nav_item"><span>[[FOG OF WAR & STEALTH]]</span></li><br />
<li class="nav_item"><span>[[ESPIONAGE]]</span></li><br />
<li class="nav_header">DIPLOMACY</li><br />
<li class="nav_item"><span>[[DIPLOMATIC RELATIONS]]</span></li><br />
<li class="nav_item"><span>[[MESSAGES & TRADES]]</span></li><br />
<li class="nav_item"><span>[[COALITIONS]]</span></li><br />
<li class="nav_item"><span>[[POPULARITY AND AI]]</span></li><br />
<li class="nav_item"><span>[[NEWSPAPER]]</span></li><br />
<li class="nav_header">ADDITIONAL INFORMATION</li><br />
<li class="nav_item"><span>[[GAME MODES]]</span></li><br />
<li class="nav_item"><span>[[OPERATIONS]]</span></li><br />
<li class="nav_item"><span>[[BOOSTER CARDS]]</span></li><br />
<li class="nav_item"><span>[[SETTINGS]]</span></li><br />
<li class="nav_item"><span>[[ALLIANCES]]</span></li><br />
<li class="nav_item"><span>[[RANKING]]</span></li><br />
<li class="nav_item"><span>[[STATISTICS & ACHIEVEMENTS]]</span></li><br />
<li class="nav_item"><span>[[GOLD & SHOP]]</span></li><br />
<li class="nav_item"><span>[[PREMIUM ACCOUNT]]</span></li><br />
<li class="nav_item"><span>[[ADVANCED MECHANICS]]</span></li><br />
<li class="nav_item"><span>[[CALL OF WAR CLASSIC]]</span></li><br />
</ul><br />
<div id="main_menu" class="large-9 medium-9 small-12 columns"><br />
<div class="main_page_header"><span>About the game<span></div><br />
<div class="main_page_content">[[File:Call of War banner.png|alt=|center|frameless|840x840px]]<br />
<p>''Call of War'' is a strategy multiplayer game set in the Second World War, featuring many historical units and historical scenarios.</p><br />
<p></p>As a player of ''Call of War'' you assume leadership over a country and try to achieve world domination. Strategic planning, tactical '''[[ARMY CONTROLS|troop maneuvers]]''' and smart [[DIPLOMATIC RELATIONS|'''diplomacy''']] play a key role in winning a game of ''Call of War''.<br />
<br />
''Call of War'' is played in game rounds that can span up to multiple weeks of real time. Game rounds either end after a fixed time duration or when a player or coalition accumulated enough '''[[VICTORY CONDITIONS|Victory Points]]'''. This means that at one point a game round will certainly end in victory or defeat for each player. No matter how they end, you can always play and '''[[JOINING GAME ROUNDS|join new game rounds]]''' of ''Call of War'' on a large variety of historical maps with many different playable countries. No game round will be the same and new challenges always await you!<br />
<br />
The game can be played cross-platform on mobile phones, on tablets, on desktop browsers (PC) and on Steam. After you set a username and password in the game '''[[SETTINGS|settings]]''' you can login with your account data on any platform and continue playing where you left. Try using the desktop version for precise troop controls or use the mobile version for giving quick commands on the go.<br />
<br />
<div class="show-for-medium-up"><br />
Play Call of War now in your web browser:<br />
<br />
'''https://www.callofwar.com/'''<br />
<br />
Play Call of War now on your mobile device:<br />
<br />
[[File:Google play badge.png|frameless|link=https://play.google.com/store/apps/details?id=com.bytro.callofwar1942&utm_source=uber_client&pcampaignid=MKT-Other-global-all-co-prtnr-py-PartBadge-Mar2515-1]] <br />
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<br />
</div><br />
<div class="hide-for-medium-up"><br />
Play Call of War now in your web browser:<br />
<br />
'''<nowiki>https://www.callofwar.com/</nowiki>'''<br />
<br />
Play Call of War now on your mobile device:<br />
<br />
[[File:Google play badge.png|frameless]] <br />
[[File:Button apple store.png|frameless]] <br />
[[File:Appgallery badge.png|frameless]]<br />
[[File:Button microsoft store.png|frameless]]<br />
<br />
The game links above do not work when viewing this page inside the ''Call of War'' mobile app. Please visit the links with a web browser instead.<br />
</div><br />
</div><br />
<div class="main_page_header"><span>Basic ‘how to play’</span></div><br />
<div class="main_page_content"><br />
<p>Over the course of a <i>Call of War</i> game round you follow these basic steps:</p><br />
<br />
#'''[[RESEARCH|Research]]''' new '''[[UNITS|units]]'''.<br />
#'''[[CONSTRUCTION & PRODUCTION|Construct]]''' military '''[[BUILDINGS|buildings]]''' to enable unit production.<br />
#'''[[CONSTRUCTION & PRODUCTION|Produce]]''' various units to build up your army.<br />
#'''[[ARMY CONTROLS|Command]]''' your army and conquer other countries.<br />
#Construct buildings that improve your '''[[RESOURCES & MARKET|economy]]''' and '''[[MORALE & UPRISINGS|morale]]'''.<br />
#Invest gained resources into researching higher unit levels, into upgrading your province buildings and into upgrading your units on the field.<br />
#Repeat these steps until you conquered your enemies or gained enough '''[[VICTORY CONDITIONS|Victory Points]]''' to win the game.<p>We recommended that you spend your '''[[RESOURCES & MARKET|resources]]''' evenly on multiple research, production and construction categories. This ensures that you have a balanced economy as well as a diverse army that can beat any opponent.</p><br />
<p></p>There are optional steps and additional aspects of the game, like making new allies via '''[[DIPLOMATIC RELATIONS|diplomacy]]''' or trading resources on the '''[[RESOURCES & MARKET|stock market]]'''. They will enhance your chances of winning, if you make use of them. <br />
<br />
Browse through the different pages in this Wiki to gain in-depth knowledge about all aspects of the game.<br />
</div><br />
<div class="main_page_header"><span>Additional help</span></div><br />
<div class="main_page_content"><br />
<p>This Wiki explains ''Call of War'' in detail on various pages, each page covering a specific topic. Follow the golden links within a page to jump to related Wiki pages or use the Wiki navigation menu to browse through all available Wiki pages. If you still have questions, read the <b>[[FREQUENTLY_ASKED_QUESTIONS_(FAQ)|Frequently Asked Questions (FAQ)]]</b> page or head over to the [https://forum.callofwar.com/index.php?board/6-questions-and-answers/ '''Questions & Answers forums'''] to get answers from other players. You can also ask for help in the ingame help chat channel.</p><br />
</div><br />
<div class="main_page_header"><span>Rules</span></div><br />
<div class="main_page_content"><br />
<p>Wise generals know the terms of the battlefield they are fighting on. Please read our [https://bytro.helpshift.com/hc/faq/196 '''Game rules'''] and our '''[https://callofwar.com/index.php?id=274 Terms of Service].''' Not following the rules can result in temporary or permanent bans.</p><br />
</div><br />
</div></div>Userhttps://wiki.callofwar.com/index.php?title=Main_Page&diff=892Main Page2023-09-14T11:08:17Z<p>User: </p>
<hr />
<div><div class="row"><br />
<ul id="cow_navigation" class="small-3 columns nav_container show-for-medium-up"><br />
<li class="nav_header">BEGINNER HELP</li><br />
<li class="nav_item"><span>[[MAIN INTERFACE]]</span></li><br />
<li class="nav_item"><span>[[JOINING GAME ROUNDS]]</span></li><br />
<li class="nav_item"><span>[[GUIDE: HOW TO PLAY]]</span></li><br />
<li class="nav_item"><span>[[FREQUENTLY ASKED QUESTIONS (FAQ)]]</span></li><br />
<li class="nav_header">COUNTRY MANAGEMENT</li><br />
<li class="nav_item"><span>[[PROVINCES]]</span></li><br />
<li class="nav_item"><span>[[CONSTRUCTION & PRODUCTION]]</span></li><br />
<li class="nav_item"><span>[[PROVINCE LIST]]</span></li><br />
<li class="nav_item"><span>[[RESOURCES & MARKET]]</span></li><br />
<li class="nav_item"><span>[[MORALE & UPRISINGS]]</span></li><br />
<li class="nav_item"><span>[[BUILDINGS]]</span></li><br />
<li class="nav_header">WARFARE</li><br />
<li class="nav_item"><span>[[ARMY CONTROLS]]</span></li><br />
<li class="nav_item"><span>[[TERRAIN]]</span></li><br />
<li class="nav_item"><span>[[UNITS]]</span></li><br />
<li class="nav_item"><span>[[RESEARCH]]</span></li><br />
<li class="nav_item"><span>[[DOCTRINES]]</span></li><br />
<li class="nav_item"><span>[[COMBAT]]</span></li><br />
<li class="nav_item"><span>[[VICTORY CONDITIONS]]</span></li><br />
<li class="nav_item"><span>[[FOG OF WAR & STEALTH]]</span></li><br />
<li class="nav_item"><span>[[ESPIONAGE]]</span></li><br />
<li class="nav_header">DIPLOMACY</li><br />
<li class="nav_item"><span>[[DIPLOMATIC RELATIONS]]</span></li><br />
<li class="nav_item"><span>[[MESSAGES & TRADES]]</span></li><br />
<li class="nav_item"><span>[[COALITIONS]]</span></li><br />
<li class="nav_item"><span>[[POPULARITY AND AI]]</span></li><br />
<li class="nav_item"><span>[[NEWSPAPER]]</span></li><br />
<li class="nav_header">ADDITIONAL INFORMATION</li><br />
<li class="nav_item"><span>[[GAME MODES]]</span></li><br />
<li class="nav_item"><span>[[OPERATIONS]]</span></li><br />
<li class="nav_item"><span>[[SETTINGS]]</span></li><br />
<li class="nav_item"><span>[[ALLIANCES]]</span></li><br />
<li class="nav_item"><span>[[RANKING]]</span></li><br />
<li class="nav_item"><span>[[STATISTICS & ACHIEVEMENTS]]</span></li><br />
<li class="nav_item"><span>[[GOLD & SHOP]]</span></li><br />
<li class="nav_item"><span>[[PREMIUM ACCOUNT]]</span></li><br />
<li class="nav_item"><span>[[ADVANCED MECHANICS]]</span></li><br />
<li class="nav_item"><span>[[CALL OF WAR CLASSIC]]</span></li><br />
</ul><br />
<div id="main_menu" class="large-9 medium-9 small-12 columns"><br />
<div class="main_page_header"><span>About the game<span></div><br />
<div class="main_page_content">[[File:Call of War banner.png|alt=|center|frameless|840x840px]]<br />
<p>''Call of War'' is a strategy multiplayer game set in the Second World War, featuring many historical units and historical scenarios.</p><br />
<p></p>As a player of ''Call of War'' you assume leadership over a country and try to achieve world domination. Strategic planning, tactical '''[[ARMY CONTROLS|troop maneuvers]]''' and smart [[DIPLOMATIC RELATIONS|'''diplomacy''']] play a key role in winning a game of ''Call of War''.<br />
<br />
''Call of War'' is played in game rounds that can span up to multiple weeks of real time. Game rounds either end after a fixed time duration or when a player or coalition accumulated enough '''[[VICTORY CONDITIONS|Victory Points]]'''. This means that at one point a game round will certainly end in victory or defeat for each player. No matter how they end, you can always play and '''[[JOINING GAME ROUNDS|join new game rounds]]''' of ''Call of War'' on a large variety of historical maps with many different playable countries. No game round will be the same and new challenges always await you!<br />
<br />
The game can be played cross-platform on mobile phones, on tablets, on desktop browsers (PC) and on Steam. After you set a username and password in the game '''[[SETTINGS|settings]]''' you can login with your account data on any platform and continue playing where you left. Try using the desktop version for precise troop controls or use the mobile version for giving quick commands on the go.<br />
<br />
<div class="show-for-medium-up"><br />
Play Call of War now in your web browser:<br />
<br />
'''https://www.callofwar.com/'''<br />
<br />
Play Call of War now on your mobile device:<br />
<br />
[[File:Google play badge.png|frameless|link=https://play.google.com/store/apps/details?id=com.bytro.callofwar1942&utm_source=uber_client&pcampaignid=MKT-Other-global-all-co-prtnr-py-PartBadge-Mar2515-1]] <br />
[[File:Button apple store.png|alt=|frameless|link=https://apps.apple.com/app/id1331030677]] <br />
[[File:Button huawei appgallery.png|alt=|frameless|link=https://appgallery.huawei.com/#/app/C100966325]]<br />
[[File:Button microsoft store.png|alt=|frameless|link=https://www.microsoft.com/de-de/p/call-of-war/9pmcb5l27kff?cid=storebadge&ocid=badge&rtc=1&activetab=pivot:overviewtab]]<br />
<br />
</div><br />
<div class="hide-for-medium-up"><br />
Play Call of War now in your web browser:<br />
<br />
'''<nowiki>https://www.callofwar.com/</nowiki>'''<br />
<br />
Play Call of War now on your mobile device:<br />
<br />
[[File:Google play badge.png|frameless]] <br />
[[File:Button apple store.png|frameless]] <br />
[[File:Appgallery badge.png|frameless]]<br />
[[File:Button microsoft store.png|frameless]]<br />
<br />
The game links above do not work when viewing this page inside the ''Call of War'' mobile app. Please visit the links with a web browser instead.<br />
</div><br />
</div><br />
<div class="main_page_header"><span>Basic ‘how to play’</span></div><br />
<div class="main_page_content"><br />
<p>Over the course of a <i>Call of War</i> game round you follow these basic steps:</p><br />
<br />
#'''[[RESEARCH|Research]]''' new '''[[UNITS|units]]'''.<br />
#'''[[CONSTRUCTION & PRODUCTION|Construct]]''' military '''[[BUILDINGS|buildings]]''' to enable unit production.<br />
#'''[[CONSTRUCTION & PRODUCTION|Produce]]''' various units to build up your army.<br />
#'''[[ARMY CONTROLS|Command]]''' your army and conquer other countries.<br />
#Construct buildings that improve your '''[[RESOURCES & MARKET|economy]]''' and '''[[MORALE & UPRISINGS|morale]]'''.<br />
#Invest gained resources into researching higher unit levels, into upgrading your province buildings and into upgrading your units on the field.<br />
#Repeat these steps until you conquered your enemies or gained enough '''[[VICTORY CONDITIONS|Victory Points]]''' to win the game.<p>We recommended that you spend your '''[[RESOURCES & MARKET|resources]]''' evenly on multiple research, production and construction categories. This ensures that you have a balanced economy as well as a diverse army that can beat any opponent.</p><br />
<p></p>There are optional steps and additional aspects of the game, like making new allies via '''[[DIPLOMATIC RELATIONS|diplomacy]]''' or trading resources on the '''[[RESOURCES & MARKET|stock market]]'''. They will enhance your chances of winning, if you make use of them. <br />
<br />
Browse through the different pages in this Wiki to gain in-depth knowledge about all aspects of the game.<br />
</div><br />
<div class="main_page_header"><span>Additional help</span></div><br />
<div class="main_page_content"><br />
<p>This Wiki explains ''Call of War'' in detail on various pages, each page covering a specific topic. Follow the golden links within a page to jump to related Wiki pages or use the Wiki navigation menu to browse through all available Wiki pages. If you still have questions, read the <b>[[FREQUENTLY_ASKED_QUESTIONS_(FAQ)|Frequently Asked Questions (FAQ)]]</b> page or head over to the [https://forum.callofwar.com/index.php?board/6-questions-and-answers/ '''Questions & Answers forums'''] to get answers from other players. You can also ask for help in the ingame help chat channel.</p><br />
</div><br />
<div class="main_page_header"><span>Rules</span></div><br />
<div class="main_page_content"><br />
<p>Wise generals know the terms of the battlefield they are fighting on. Please read our [https://bytro.helpshift.com/hc/faq/196 '''Game rules'''] and our '''[https://callofwar.com/index.php?id=274 Terms of Service].''' Not following the rules can result in temporary or permanent bans.</p><br />
</div><br />
</div></div>Userhttps://wiki.callofwar.com/index.php?title=OPERATIONS&diff=891OPERATIONS2023-09-14T11:07:15Z<p>User: Created page with "<h3>Operations</h3> <div>This page is work in progress and will be coming soon!</div>"</p>
<hr />
<div><h3>Operations</h3><br />
<div>This page is work in progress and will be coming soon!</div></div>Userhttps://wiki.callofwar.com/index.php?title=Main_Page&diff=890Main Page2023-09-14T10:58:41Z<p>User: </p>
<hr />
<div><div class="row"><br />
<ul id="cow_navigation" class="small-3 columns nav_container show-for-medium-up"><br />
<li class="nav_header">BEGINNER HELP</li><br />
<li class="nav_item"><span>[[MAIN INTERFACE]]</span></li><br />
<li class="nav_item"><span>[[JOINING GAME ROUNDS]]</span></li><br />
<li class="nav_item"><span>[[GUIDE: HOW TO PLAY]]</span></li><br />
<li class="nav_item"><span>[[FREQUENTLY ASKED QUESTIONS (FAQ)]]</span></li><br />
<li class="nav_header">COUNTRY MANAGEMENT</li><br />
<li class="nav_item"><span>[[PROVINCES]]</span></li><br />
<li class="nav_item"><span>[[CONSTRUCTION & PRODUCTION]]</span></li><br />
<li class="nav_item"><span>[[PROVINCE LIST]]</span></li><br />
<li class="nav_item"><span>[[RESOURCES & MARKET]]</span></li><br />
<li class="nav_item"><span>[[MORALE & UPRISINGS]]</span></li><br />
<li class="nav_item"><span>[[BUILDINGS]]</span></li><br />
<li class="nav_header">WARFARE</li><br />
<li class="nav_item"><span>[[ARMY CONTROLS]]</span></li><br />
<li class="nav_item"><span>[[TERRAIN]]</span></li><br />
<li class="nav_item"><span>[[UNITS]]</span></li><br />
<li class="nav_item"><span>[[RESEARCH]]</span></li><br />
<li class="nav_item"><span>[[DOCTRINES]]</span></li><br />
<li class="nav_item"><span>[[COMBAT]]</span></li><br />
<li class="nav_item"><span>[[VICTORY CONDITIONS]]</span></li><br />
<li class="nav_item"><span>[[FOG OF WAR & STEALTH]]</span></li><br />
<li class="nav_item"><span>[[ESPIONAGE]]</span></li><br />
<li class="nav_header">DIPLOMACY</li><br />
<li class="nav_item"><span>[[DIPLOMATIC RELATIONS]]</span></li><br />
<li class="nav_item"><span>[[MESSAGES & TRADES]]</span></li><br />
<li class="nav_item"><span>[[COALITIONS]]</span></li><br />
<li class="nav_item"><span>[[POPULARITY AND AI]]</span></li><br />
<li class="nav_item"><span>[[NEWSPAPER]]</span></li><br />
<li class="nav_header">ADDITIONAL INFORMATION</li><br />
<li class="nav_item"><span>[[GAME MODES]]</span></li><br />
<li class="nav_item"><span>[[OPERATIONS|OPERATIONS]]</span></li><br />
<li class="nav_item"><span>[[SETTINGS]]</span></li><br />
<li class="nav_item"><span>[[ALLIANCES]]</span></li><br />
<li class="nav_item"><span>[[RANKING]]</span></li><br />
<li class="nav_item"><span>[[STATISTICS & ACHIEVEMENTS]]</span></li><br />
<li class="nav_item"><span>[[GOLD & SHOP]]</span></li><br />
<li class="nav_item"><span>[[PREMIUM ACCOUNT]]</span></li><br />
<li class="nav_item"><span>[[ADVANCED MECHANICS]]</span></li><br />
<li class="nav_item"><span>[[CALL OF WAR CLASSIC]]</span></li><br />
</ul><br />
<div id="main_menu" class="large-9 medium-9 small-12 columns"><br />
<div class="main_page_header"><span>About the game<span></div><br />
<div class="main_page_content">[[File:Call of War banner.png|alt=|center|frameless|840x840px]]<br />
<p>''Call of War'' is a strategy multiplayer game set in the Second World War, featuring many historical units and historical scenarios.</p><br />
<p></p>As a player of ''Call of War'' you assume leadership over a country and try to achieve world domination. Strategic planning, tactical '''[[ARMY CONTROLS|troop maneuvers]]''' and smart [[DIPLOMATIC RELATIONS|'''diplomacy''']] play a key role in winning a game of ''Call of War''.<br />
<br />
''Call of War'' is played in game rounds that can span up to multiple weeks of real time. Game rounds either end after a fixed time duration or when a player or coalition accumulated enough '''[[VICTORY CONDITIONS|Victory Points]]'''. This means that at one point a game round will certainly end in victory or defeat for each player. No matter how they end, you can always play and '''[[JOINING GAME ROUNDS|join new game rounds]]''' of ''Call of War'' on a large variety of historical maps with many different playable countries. No game round will be the same and new challenges always await you!<br />
<br />
The game can be played cross-platform on mobile phones, on tablets, on desktop browsers (PC) and on Steam. After you set a username and password in the game '''[[SETTINGS|settings]]''' you can login with your account data on any platform and continue playing where you left. Try using the desktop version for precise troop controls or use the mobile version for giving quick commands on the go.<br />
<br />
<div class="show-for-medium-up"><br />
Play Call of War now in your web browser:<br />
<br />
'''https://www.callofwar.com/'''<br />
<br />
Play Call of War now on your mobile device:<br />
<br />
[[File:Google play badge.png|frameless|link=https://play.google.com/store/apps/details?id=com.bytro.callofwar1942&utm_source=uber_client&pcampaignid=MKT-Other-global-all-co-prtnr-py-PartBadge-Mar2515-1]] <br />
[[File:Button apple store.png|alt=|frameless|link=https://apps.apple.com/app/id1331030677]] <br />
[[File:Button huawei appgallery.png|alt=|frameless|link=https://appgallery.huawei.com/#/app/C100966325]]<br />
[[File:Button microsoft store.png|alt=|frameless|link=https://www.microsoft.com/de-de/p/call-of-war/9pmcb5l27kff?cid=storebadge&ocid=badge&rtc=1&activetab=pivot:overviewtab]]<br />
<br />
</div><br />
<div class="hide-for-medium-up"><br />
Play Call of War now in your web browser:<br />
<br />
'''<nowiki>https://www.callofwar.com/</nowiki>'''<br />
<br />
Play Call of War now on your mobile device:<br />
<br />
[[File:Google play badge.png|frameless]] <br />
[[File:Button apple store.png|frameless]] <br />
[[File:Appgallery badge.png|frameless]]<br />
[[File:Button microsoft store.png|frameless]]<br />
<br />
The game links above do not work when viewing this page inside the ''Call of War'' mobile app. Please visit the links with a web browser instead.<br />
</div><br />
</div><br />
<div class="main_page_header"><span>Basic ‘how to play’</span></div><br />
<div class="main_page_content"><br />
<p>Over the course of a <i>Call of War</i> game round you follow these basic steps:</p><br />
<br />
#'''[[RESEARCH|Research]]''' new '''[[UNITS|units]]'''.<br />
#'''[[CONSTRUCTION & PRODUCTION|Construct]]''' military '''[[BUILDINGS|buildings]]''' to enable unit production.<br />
#'''[[CONSTRUCTION & PRODUCTION|Produce]]''' various units to build up your army.<br />
#'''[[ARMY CONTROLS|Command]]''' your army and conquer other countries.<br />
#Construct buildings that improve your '''[[RESOURCES & MARKET|economy]]''' and '''[[MORALE & UPRISINGS|morale]]'''.<br />
#Invest gained resources into researching higher unit levels, into upgrading your province buildings and into upgrading your units on the field.<br />
#Repeat these steps until you conquered your enemies or gained enough '''[[VICTORY CONDITIONS|Victory Points]]''' to win the game.<p>We recommended that you spend your '''[[RESOURCES & MARKET|resources]]''' evenly on multiple research, production and construction categories. This ensures that you have a balanced economy as well as a diverse army that can beat any opponent.</p><br />
<p></p>There are optional steps and additional aspects of the game, like making new allies via '''[[DIPLOMATIC RELATIONS|diplomacy]]''' or trading resources on the '''[[RESOURCES & MARKET|stock market]]'''. They will enhance your chances of winning, if you make use of them. <br />
<br />
Browse through the different pages in this Wiki to gain in-depth knowledge about all aspects of the game.<br />
</div><br />
<div class="main_page_header"><span>Additional help</span></div><br />
<div class="main_page_content"><br />
<p>This Wiki explains ''Call of War'' in detail on various pages, each page covering a specific topic. Follow the golden links within a page to jump to related Wiki pages or use the Wiki navigation menu to browse through all available Wiki pages. If you still have questions, read the <b>[[FREQUENTLY_ASKED_QUESTIONS_(FAQ)|Frequently Asked Questions (FAQ)]]</b> page or head over to the [https://forum.callofwar.com/index.php?board/6-questions-and-answers/ '''Questions & Answers forums'''] to get answers from other players. You can also ask for help in the ingame help chat channel.</p><br />
</div><br />
<div class="main_page_header"><span>Rules</span></div><br />
<div class="main_page_content"><br />
<p>Wise generals know the terms of the battlefield they are fighting on. Please read our [https://bytro.helpshift.com/hc/faq/196 '''Game rules'''] and our '''[https://callofwar.com/index.php?id=274 Terms of Service].''' Not following the rules can result in temporary or permanent bans.</p><br />
</div><br />
</div></div>Userhttps://wiki.callofwar.com/index.php?title=Main_Page&diff=889Main Page2023-09-14T10:57:20Z<p>User: </p>
<hr />
<div><div class="row"><br />
<ul id="cow_navigation" class="small-3 columns nav_container show-for-medium-up"><br />
<li class="nav_header">BEGINNER HELP</li><br />
<li class="nav_item"><span>[[MAIN INTERFACE]]</span></li><br />
<li class="nav_item"><span>[[JOINING GAME ROUNDS]]</span></li><br />
<li class="nav_item"><span>[[GUIDE: HOW TO PLAY]]</span></li><br />
<li class="nav_item"><span>[[FREQUENTLY ASKED QUESTIONS (FAQ)]]</span></li><br />
<li class="nav_header">COUNTRY MANAGEMENT</li><br />
<li class="nav_item"><span>[[PROVINCES]]</span></li><br />
<li class="nav_item"><span>[[CONSTRUCTION & PRODUCTION]]</span></li><br />
<li class="nav_item"><span>[[PROVINCE LIST]]</span></li><br />
<li class="nav_item"><span>[[RESOURCES & MARKET]]</span></li><br />
<li class="nav_item"><span>[[MORALE & UPRISINGS]]</span></li><br />
<li class="nav_item"><span>[[BUILDINGS]]</span></li><br />
<li class="nav_header">WARFARE</li><br />
<li class="nav_item"><span>[[ARMY CONTROLS]]</span></li><br />
<li class="nav_item"><span>[[TERRAIN]]</span></li><br />
<li class="nav_item"><span>[[UNITS]]</span></li><br />
<li class="nav_item"><span>[[RESEARCH]]</span></li><br />
<li class="nav_item"><span>[[DOCTRINES]]</span></li><br />
<li class="nav_item"><span>[[COMBAT]]</span></li><br />
<li class="nav_item"><span>[[VICTORY CONDITIONS]]</span></li><br />
<li class="nav_item"><span>[[FOG OF WAR & STEALTH]]</span></li><br />
<li class="nav_item"><span>[[ESPIONAGE]]</span></li><br />
<li class="nav_header">DIPLOMACY</li><br />
<li class="nav_item"><span>[[DIPLOMATIC RELATIONS]]</span></li><br />
<li class="nav_item"><span>[[MESSAGES & TRADES]]</span></li><br />
<li class="nav_item"><span>[[COALITIONS]]</span></li><br />
<li class="nav_item"><span>[[POPULARITY AND AI]]</span></li><br />
<li class="nav_item"><span>[[NEWSPAPER]]</span></li><br />
<li class="nav_header">ADDITIONAL INFORMATION</li><br />
<li class="nav_item"><span>[[GAME MODES]]</span></li><br />
<li class="nav_item"><span>[[OPERATIONS|OPERATION]]</span></li><br />
<li class="nav_item"><span>[[SETTINGS]]</span></li><br />
<li class="nav_item"><span>[[ALLIANCES]]</span></li><br />
<li class="nav_item"><span>[[RANKING]]</span></li><br />
<li class="nav_item"><span>[[STATISTICS & ACHIEVEMENTS]]</span></li><br />
<li class="nav_item"><span>[[GOLD & SHOP]]</span></li><br />
<li class="nav_item"><span>[[PREMIUM ACCOUNT]]</span></li><br />
<li class="nav_item"><span>[[ADVANCED MECHANICS]]</span></li><br />
<li class="nav_item"><span>[[CALL OF WAR CLASSIC]]</span></li><br />
</ul><br />
<div id="main_menu" class="large-9 medium-9 small-12 columns"><br />
<div class="main_page_header"><span>About the game<span></div><br />
<div class="main_page_content">[[File:Call of War banner.png|alt=|center|frameless|840x840px]]<br />
<p>''Call of War'' is a strategy multiplayer game set in the Second World War, featuring many historical units and historical scenarios.</p><br />
<p></p>As a player of ''Call of War'' you assume leadership over a country and try to achieve world domination. Strategic planning, tactical '''[[ARMY CONTROLS|troop maneuvers]]''' and smart [[DIPLOMATIC RELATIONS|'''diplomacy''']] play a key role in winning a game of ''Call of War''.<br />
<br />
''Call of War'' is played in game rounds that can span up to multiple weeks of real time. Game rounds either end after a fixed time duration or when a player or coalition accumulated enough '''[[VICTORY CONDITIONS|Victory Points]]'''. This means that at one point a game round will certainly end in victory or defeat for each player. No matter how they end, you can always play and '''[[JOINING GAME ROUNDS|join new game rounds]]''' of ''Call of War'' on a large variety of historical maps with many different playable countries. No game round will be the same and new challenges always await you!<br />
<br />
The game can be played cross-platform on mobile phones, on tablets, on desktop browsers (PC) and on Steam. After you set a username and password in the game '''[[SETTINGS|settings]]''' you can login with your account data on any platform and continue playing where you left. Try using the desktop version for precise troop controls or use the mobile version for giving quick commands on the go.<br />
<br />
<div class="show-for-medium-up"><br />
Play Call of War now in your web browser:<br />
<br />
'''https://www.callofwar.com/'''<br />
<br />
Play Call of War now on your mobile device:<br />
<br />
[[File:Google play badge.png|frameless|link=https://play.google.com/store/apps/details?id=com.bytro.callofwar1942&utm_source=uber_client&pcampaignid=MKT-Other-global-all-co-prtnr-py-PartBadge-Mar2515-1]] <br />
[[File:Button apple store.png|alt=|frameless|link=https://apps.apple.com/app/id1331030677]] <br />
[[File:Button huawei appgallery.png|alt=|frameless|link=https://appgallery.huawei.com/#/app/C100966325]]<br />
[[File:Button microsoft store.png|alt=|frameless|link=https://www.microsoft.com/de-de/p/call-of-war/9pmcb5l27kff?cid=storebadge&ocid=badge&rtc=1&activetab=pivot:overviewtab]]<br />
<br />
</div><br />
<div class="hide-for-medium-up"><br />
Play Call of War now in your web browser:<br />
<br />
'''<nowiki>https://www.callofwar.com/</nowiki>'''<br />
<br />
Play Call of War now on your mobile device:<br />
<br />
[[File:Google play badge.png|frameless]] <br />
[[File:Button apple store.png|frameless]] <br />
[[File:Appgallery badge.png|frameless]]<br />
[[File:Button microsoft store.png|frameless]]<br />
<br />
The game links above do not work when viewing this page inside the ''Call of War'' mobile app. Please visit the links with a web browser instead.<br />
</div><br />
</div><br />
<div class="main_page_header"><span>Basic ‘how to play’</span></div><br />
<div class="main_page_content"><br />
<p>Over the course of a <i>Call of War</i> game round you follow these basic steps:</p><br />
<br />
#'''[[RESEARCH|Research]]''' new '''[[UNITS|units]]'''.<br />
#'''[[CONSTRUCTION & PRODUCTION|Construct]]''' military '''[[BUILDINGS|buildings]]''' to enable unit production.<br />
#'''[[CONSTRUCTION & PRODUCTION|Produce]]''' various units to build up your army.<br />
#'''[[ARMY CONTROLS|Command]]''' your army and conquer other countries.<br />
#Construct buildings that improve your '''[[RESOURCES & MARKET|economy]]''' and '''[[MORALE & UPRISINGS|morale]]'''.<br />
#Invest gained resources into researching higher unit levels, into upgrading your province buildings and into upgrading your units on the field.<br />
#Repeat these steps until you conquered your enemies or gained enough '''[[VICTORY CONDITIONS|Victory Points]]''' to win the game.<p>We recommended that you spend your '''[[RESOURCES & MARKET|resources]]''' evenly on multiple research, production and construction categories. This ensures that you have a balanced economy as well as a diverse army that can beat any opponent.</p><br />
<p></p>There are optional steps and additional aspects of the game, like making new allies via '''[[DIPLOMATIC RELATIONS|diplomacy]]''' or trading resources on the '''[[RESOURCES & MARKET|stock market]]'''. They will enhance your chances of winning, if you make use of them. <br />
<br />
Browse through the different pages in this Wiki to gain in-depth knowledge about all aspects of the game.<br />
</div><br />
<div class="main_page_header"><span>Additional help</span></div><br />
<div class="main_page_content"><br />
<p>This Wiki explains ''Call of War'' in detail on various pages, each page covering a specific topic. Follow the golden links within a page to jump to related Wiki pages or use the Wiki navigation menu to browse through all available Wiki pages. If you still have questions, read the <b>[[FREQUENTLY_ASKED_QUESTIONS_(FAQ)|Frequently Asked Questions (FAQ)]]</b> page or head over to the [https://forum.callofwar.com/index.php?board/6-questions-and-answers/ '''Questions & Answers forums'''] to get answers from other players. You can also ask for help in the ingame help chat channel.</p><br />
</div><br />
<div class="main_page_header"><span>Rules</span></div><br />
<div class="main_page_content"><br />
<p>Wise generals know the terms of the battlefield they are fighting on. Please read our [https://bytro.helpshift.com/hc/faq/196 '''Game rules'''] and our '''[https://callofwar.com/index.php?id=274 Terms of Service].''' Not following the rules can result in temporary or permanent bans.</p><br />
</div><br />
</div></div>Userhttps://wiki.callofwar.com/index.php?title=Main_Page&diff=888Main Page2023-09-14T10:56:49Z<p>User: </p>
<hr />
<div><div class="row"><br />
<ul id="cow_navigation" class="small-3 columns nav_container show-for-medium-up"><br />
<li class="nav_header">BEGINNER HELP</li><br />
<li class="nav_item"><span>[[MAIN INTERFACE]]</span></li><br />
<li class="nav_item"><span>[[JOINING GAME ROUNDS]]</span></li><br />
<li class="nav_item"><span>[[GUIDE: HOW TO PLAY]]</span></li><br />
<li class="nav_item"><span>[[FREQUENTLY ASKED QUESTIONS (FAQ)]]</span></li><br />
<li class="nav_header">COUNTRY MANAGEMENT</li><br />
<li class="nav_item"><span>[[PROVINCES]]</span></li><br />
<li class="nav_item"><span>[[CONSTRUCTION & PRODUCTION]]</span></li><br />
<li class="nav_item"><span>[[PROVINCE LIST]]</span></li><br />
<li class="nav_item"><span>[[RESOURCES & MARKET]]</span></li><br />
<li class="nav_item"><span>[[MORALE & UPRISINGS]]</span></li><br />
<li class="nav_item"><span>[[BUILDINGS]]</span></li><br />
<li class="nav_header">WARFARE</li><br />
<li class="nav_item"><span>[[ARMY CONTROLS]]</span></li><br />
<li class="nav_item"><span>[[TERRAIN]]</span></li><br />
<li class="nav_item"><span>[[UNITS]]</span></li><br />
<li class="nav_item"><span>[[RESEARCH]]</span></li><br />
<li class="nav_item"><span>[[DOCTRINES]]</span></li><br />
<li class="nav_item"><span>[[COMBAT]]</span></li><br />
<li class="nav_item"><span>[[VICTORY CONDITIONS]]</span></li><br />
<li class="nav_item"><span>[[FOG OF WAR & STEALTH]]</span></li><br />
<li class="nav_item"><span>[[ESPIONAGE]]</span></li><br />
<li class="nav_header">DIPLOMACY</li><br />
<li class="nav_item"><span>[[DIPLOMATIC RELATIONS]]</span></li><br />
<li class="nav_item"><span>[[MESSAGES & TRADES]]</span></li><br />
<li class="nav_item"><span>[[COALITIONS]]</span></li><br />
<li class="nav_item"><span>[[POPULARITY AND AI]]</span></li><br />
<li class="nav_item"><span>[[NEWSPAPER]]</span></li><br />
<li class="nav_header">ADDITIONAL INFORMATION</li><br />
<li class="nav_item"><span>[[GAME MODES]]</span></li><br />
<li class="nav_item"><span>[[OPERATION]]</span></li><br />
<li class="nav_item"><span>[[SETTINGS]]</span></li><br />
<li class="nav_item"><span>[[ALLIANCES]]</span></li><br />
<li class="nav_item"><span>[[RANKING]]</span></li><br />
<li class="nav_item"><span>[[STATISTICS & ACHIEVEMENTS]]</span></li><br />
<li class="nav_item"><span>[[GOLD & SHOP]]</span></li><br />
<li class="nav_item"><span>[[PREMIUM ACCOUNT]]</span></li><br />
<li class="nav_item"><span>[[ADVANCED MECHANICS]]</span></li><br />
<li class="nav_item"><span>[[CALL OF WAR CLASSIC]]</span></li><br />
</ul><br />
<div id="main_menu" class="large-9 medium-9 small-12 columns"><br />
<div class="main_page_header"><span>About the game<span></div><br />
<div class="main_page_content">[[File:Call of War banner.png|alt=|center|frameless|840x840px]]<br />
<p>''Call of War'' is a strategy multiplayer game set in the Second World War, featuring many historical units and historical scenarios.</p><br />
<p></p>As a player of ''Call of War'' you assume leadership over a country and try to achieve world domination. Strategic planning, tactical '''[[ARMY CONTROLS|troop maneuvers]]''' and smart [[DIPLOMATIC RELATIONS|'''diplomacy''']] play a key role in winning a game of ''Call of War''.<br />
<br />
''Call of War'' is played in game rounds that can span up to multiple weeks of real time. Game rounds either end after a fixed time duration or when a player or coalition accumulated enough '''[[VICTORY CONDITIONS|Victory Points]]'''. This means that at one point a game round will certainly end in victory or defeat for each player. No matter how they end, you can always play and '''[[JOINING GAME ROUNDS|join new game rounds]]''' of ''Call of War'' on a large variety of historical maps with many different playable countries. No game round will be the same and new challenges always await you!<br />
<br />
The game can be played cross-platform on mobile phones, on tablets, on desktop browsers (PC) and on Steam. After you set a username and password in the game '''[[SETTINGS|settings]]''' you can login with your account data on any platform and continue playing where you left. Try using the desktop version for precise troop controls or use the mobile version for giving quick commands on the go.<br />
<br />
<div class="show-for-medium-up"><br />
Play Call of War now in your web browser:<br />
<br />
'''https://www.callofwar.com/'''<br />
<br />
Play Call of War now on your mobile device:<br />
<br />
[[File:Google play badge.png|frameless|link=https://play.google.com/store/apps/details?id=com.bytro.callofwar1942&utm_source=uber_client&pcampaignid=MKT-Other-global-all-co-prtnr-py-PartBadge-Mar2515-1]] <br />
[[File:Button apple store.png|alt=|frameless|link=https://apps.apple.com/app/id1331030677]] <br />
[[File:Button huawei appgallery.png|alt=|frameless|link=https://appgallery.huawei.com/#/app/C100966325]]<br />
[[File:Button microsoft store.png|alt=|frameless|link=https://www.microsoft.com/de-de/p/call-of-war/9pmcb5l27kff?cid=storebadge&ocid=badge&rtc=1&activetab=pivot:overviewtab]]<br />
<br />
</div><br />
<div class="hide-for-medium-up"><br />
Play Call of War now in your web browser:<br />
<br />
'''<nowiki>https://www.callofwar.com/</nowiki>'''<br />
<br />
Play Call of War now on your mobile device:<br />
<br />
[[File:Google play badge.png|frameless]] <br />
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[[File:Appgallery badge.png|frameless]]<br />
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<br />
The game links above do not work when viewing this page inside the ''Call of War'' mobile app. Please visit the links with a web browser instead.<br />
</div><br />
</div><br />
<div class="main_page_header"><span>Basic ‘how to play’</span></div><br />
<div class="main_page_content"><br />
<p>Over the course of a <i>Call of War</i> game round you follow these basic steps:</p><br />
<br />
#'''[[RESEARCH|Research]]''' new '''[[UNITS|units]]'''.<br />
#'''[[CONSTRUCTION & PRODUCTION|Construct]]''' military '''[[BUILDINGS|buildings]]''' to enable unit production.<br />
#'''[[CONSTRUCTION & PRODUCTION|Produce]]''' various units to build up your army.<br />
#'''[[ARMY CONTROLS|Command]]''' your army and conquer other countries.<br />
#Construct buildings that improve your '''[[RESOURCES & MARKET|economy]]''' and '''[[MORALE & UPRISINGS|morale]]'''.<br />
#Invest gained resources into researching higher unit levels, into upgrading your province buildings and into upgrading your units on the field.<br />
#Repeat these steps until you conquered your enemies or gained enough '''[[VICTORY CONDITIONS|Victory Points]]''' to win the game.<p>We recommended that you spend your '''[[RESOURCES & MARKET|resources]]''' evenly on multiple research, production and construction categories. This ensures that you have a balanced economy as well as a diverse army that can beat any opponent.</p><br />
<p></p>There are optional steps and additional aspects of the game, like making new allies via '''[[DIPLOMATIC RELATIONS|diplomacy]]''' or trading resources on the '''[[RESOURCES & MARKET|stock market]]'''. They will enhance your chances of winning, if you make use of them. <br />
<br />
Browse through the different pages in this Wiki to gain in-depth knowledge about all aspects of the game.<br />
</div><br />
<div class="main_page_header"><span>Additional help</span></div><br />
<div class="main_page_content"><br />
<p>This Wiki explains ''Call of War'' in detail on various pages, each page covering a specific topic. Follow the golden links within a page to jump to related Wiki pages or use the Wiki navigation menu to browse through all available Wiki pages. If you still have questions, read the <b>[[FREQUENTLY_ASKED_QUESTIONS_(FAQ)|Frequently Asked Questions (FAQ)]]</b> page or head over to the [https://forum.callofwar.com/index.php?board/6-questions-and-answers/ '''Questions & Answers forums'''] to get answers from other players. You can also ask for help in the ingame help chat channel.</p><br />
</div><br />
<div class="main_page_header"><span>Rules</span></div><br />
<div class="main_page_content"><br />
<p>Wise generals know the terms of the battlefield they are fighting on. Please read our [https://bytro.helpshift.com/hc/faq/196 '''Game rules'''] and our '''[https://callofwar.com/index.php?id=274 Terms of Service].''' Not following the rules can result in temporary or permanent bans.</p><br />
</div><br />
</div></div>Userhttps://wiki.callofwar.com/index.php?title=Main_Page&diff=887Main Page2023-09-14T10:53:43Z<p>User: </p>
<hr />
<div><div class="row"><br />
<ul id="cow_navigation" class="small-3 columns nav_container show-for-medium-up"><br />
<li class="nav_header">BEGINNER HELP</li><br />
<li class="nav_item"><span>[[MAIN INTERFACE]]</span></li><br />
<li class="nav_item"><span>[[JOINING GAME ROUNDS]]</span></li><br />
<li class="nav_item"><span>[[GUIDE: HOW TO PLAY]]</span></li><br />
<li class="nav_item"><span>[[FREQUENTLY ASKED QUESTIONS (FAQ)]]</span></li><br />
<li class="nav_header">COUNTRY MANAGEMENT</li><br />
<li class="nav_item"><span>[[PROVINCES]]</span></li><br />
<li class="nav_item"><span>[[CONSTRUCTION & PRODUCTION]]</span></li><br />
<li class="nav_item"><span>[[PROVINCE LIST]]</span></li><br />
<li class="nav_item"><span>[[RESOURCES & MARKET]]</span></li><br />
<li class="nav_item"><span>[[MORALE & UPRISINGS]]</span></li><br />
<li class="nav_item"><span>[[BUILDINGS]]</span></li><br />
<li class="nav_header">WARFARE</li><br />
<li class="nav_item"><span>[[ARMY CONTROLS]]</span></li><br />
<li class="nav_item"><span>[[TERRAIN]]</span></li><br />
<li class="nav_item"><span>[[UNITS]]</span></li><br />
<li class="nav_item"><span>[[RESEARCH]]</span></li><br />
<li class="nav_item"><span>[[DOCTRINES]]</span></li><br />
<li class="nav_item"><span>[[COMBAT]]</span></li><br />
<li class="nav_item"><span>[[VICTORY CONDITIONS]]</span></li><br />
<li class="nav_item"><span>[[FOG OF WAR & STEALTH]]</span></li><br />
<li class="nav_item"><span>[[ESPIONAGE]]</span></li><br />
<li class="nav_header">DIPLOMACY</li><br />
<li class="nav_item"><span>[[DIPLOMATIC RELATIONS]]</span></li><br />
<li class="nav_item"><span>[[MESSAGES & TRADES]]</span></li><br />
<li class="nav_item"><span>[[COALITIONS]]</span></li><br />
<li class="nav_item"><span>[[POPULARITY AND AI]]</span></li><br />
<li class="nav_item"><span>[[NEWSPAPER]]</span></li><br />
<li class="nav_header">ADDITIONAL INFORMATION</li><br />
<li class="nav_item"><span>[[GAME MODES]]</span></li><br />
<li class="nav_item"><span>[[OPERATIONS]]</span></li><br />
<li class="nav_item"><span>[[SETTINGS]]</span></li><br />
<li class="nav_item"><span>[[ALLIANCES]]</span></li><br />
<li class="nav_item"><span>[[RANKING]]</span></li><br />
<li class="nav_item"><span>[[STATISTICS & ACHIEVEMENTS]]</span></li><br />
<li class="nav_item"><span>[[GOLD & SHOP]]</span></li><br />
<li class="nav_item"><span>[[PREMIUM ACCOUNT]]</span></li><br />
<li class="nav_item"><span>[[ADVANCED MECHANICS]]</span></li><br />
<li class="nav_item"><span>[[CALL OF WAR CLASSIC]]</span></li><br />
</ul><br />
<div id="main_menu" class="large-9 medium-9 small-12 columns"><br />
<div class="main_page_header"><span>About the game<span></div><br />
<div class="main_page_content">[[File:Call of War banner.png|alt=|center|frameless|840x840px]]<br />
<p>''Call of War'' is a strategy multiplayer game set in the Second World War, featuring many historical units and historical scenarios.</p><br />
<p></p>As a player of ''Call of War'' you assume leadership over a country and try to achieve world domination. Strategic planning, tactical '''[[ARMY CONTROLS|troop maneuvers]]''' and smart [[DIPLOMATIC RELATIONS|'''diplomacy''']] play a key role in winning a game of ''Call of War''.<br />
<br />
''Call of War'' is played in game rounds that can span up to multiple weeks of real time. Game rounds either end after a fixed time duration or when a player or coalition accumulated enough '''[[VICTORY CONDITIONS|Victory Points]]'''. This means that at one point a game round will certainly end in victory or defeat for each player. No matter how they end, you can always play and '''[[JOINING GAME ROUNDS|join new game rounds]]''' of ''Call of War'' on a large variety of historical maps with many different playable countries. No game round will be the same and new challenges always await you!<br />
<br />
The game can be played cross-platform on mobile phones, on tablets, on desktop browsers (PC) and on Steam. After you set a username and password in the game '''[[SETTINGS|settings]]''' you can login with your account data on any platform and continue playing where you left. Try using the desktop version for precise troop controls or use the mobile version for giving quick commands on the go.<br />
<br />
<div class="show-for-medium-up"><br />
Play Call of War now in your web browser:<br />
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'''https://www.callofwar.com/'''<br />
<br />
Play Call of War now on your mobile device:<br />
<br />
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</div><br />
<div class="hide-for-medium-up"><br />
Play Call of War now in your web browser:<br />
<br />
'''<nowiki>https://www.callofwar.com/</nowiki>'''<br />
<br />
Play Call of War now on your mobile device:<br />
<br />
[[File:Google play badge.png|frameless]] <br />
[[File:Button apple store.png|frameless]] <br />
[[File:Appgallery badge.png|frameless]]<br />
[[File:Button microsoft store.png|frameless]]<br />
<br />
The game links above do not work when viewing this page inside the ''Call of War'' mobile app. Please visit the links with a web browser instead.<br />
</div><br />
</div><br />
<div class="main_page_header"><span>Basic ‘how to play’</span></div><br />
<div class="main_page_content"><br />
<p>Over the course of a <i>Call of War</i> game round you follow these basic steps:</p><br />
<br />
#'''[[RESEARCH|Research]]''' new '''[[UNITS|units]]'''.<br />
#'''[[CONSTRUCTION & PRODUCTION|Construct]]''' military '''[[BUILDINGS|buildings]]''' to enable unit production.<br />
#'''[[CONSTRUCTION & PRODUCTION|Produce]]''' various units to build up your army.<br />
#'''[[ARMY CONTROLS|Command]]''' your army and conquer other countries.<br />
#Construct buildings that improve your '''[[RESOURCES & MARKET|economy]]''' and '''[[MORALE & UPRISINGS|morale]]'''.<br />
#Invest gained resources into researching higher unit levels, into upgrading your province buildings and into upgrading your units on the field.<br />
#Repeat these steps until you conquered your enemies or gained enough '''[[VICTORY CONDITIONS|Victory Points]]''' to win the game.<p>We recommended that you spend your '''[[RESOURCES & MARKET|resources]]''' evenly on multiple research, production and construction categories. This ensures that you have a balanced economy as well as a diverse army that can beat any opponent.</p><br />
<p></p>There are optional steps and additional aspects of the game, like making new allies via '''[[DIPLOMATIC RELATIONS|diplomacy]]''' or trading resources on the '''[[RESOURCES & MARKET|stock market]]'''. They will enhance your chances of winning, if you make use of them. <br />
<br />
Browse through the different pages in this Wiki to gain in-depth knowledge about all aspects of the game.<br />
</div><br />
<div class="main_page_header"><span>Additional help</span></div><br />
<div class="main_page_content"><br />
<p>This Wiki explains ''Call of War'' in detail on various pages, each page covering a specific topic. Follow the golden links within a page to jump to related Wiki pages or use the Wiki navigation menu to browse through all available Wiki pages. If you still have questions, read the <b>[[FREQUENTLY_ASKED_QUESTIONS_(FAQ)|Frequently Asked Questions (FAQ)]]</b> page or head over to the [https://forum.callofwar.com/index.php?board/6-questions-and-answers/ '''Questions & Answers forums'''] to get answers from other players. You can also ask for help in the ingame help chat channel.</p><br />
</div><br />
<div class="main_page_header"><span>Rules</span></div><br />
<div class="main_page_content"><br />
<p>Wise generals know the terms of the battlefield they are fighting on. Please read our [https://bytro.helpshift.com/hc/faq/196 '''Game rules'''] and our '''[https://callofwar.com/index.php?id=274 Terms of Service].''' Not following the rules can result in temporary or permanent bans.</p><br />
</div><br />
</div></div>Userhttps://wiki.callofwar.com/index.php?title=CALL_OF_WAR_CLASSIC&diff=884CALL OF WAR CLASSIC2023-05-17T15:23:10Z<p>User: </p>
<hr />
<div><h3>Call of War Classic</h3><br />
<div><br />
The current version of the game is different to the old version that existed years ago, in terms of features, restrictions and balancing. That older version is also referred to as ''Call of War'' Classic or CoW1.0. Players who come back to the game after a long hiatus should learn about the changes and new additions to the game.<br />
<br />
Below is an overview table that explains which parts of the game changed from the old version (CoW Classic) to the new ''Call of War'' version.<br />
</div><br />
<h4>Unit Production</h4><br />
<div><br />
{|<br />
|<br />
|'''<big>Call of War Classic</big>'''<br />
|'''<big>New Call of War</big>'''<br />
|-<br />
|Production buildings<br />
|<small>Nearly all units require an Industrial Complex to be produced.</small><br />
|<small>New production buildings were added to the game. Different tech branches need different buildings for production. E.g. Tanks require a Tank Plant. Artillery requires an Ordnance Foundry.</small><br />
|-<br />
|Urban focus<br />
|<small>Production buildings and units can be built anywhere.</small><br />
|<small>Production buildings and units can only be built in urban provinces (cities).</small><br />
|-<br />
|Production categories<br />
|<small>Units are separated in production categories based on their armor class.</small><br />
|<small>Units are separated in production categories based on their production building. This makes building requirements easier to understand.</small><br />
|-<br />
|Production requirements<br />
|<small>Upgrading buildings is required to unlock production of higher unit levels.</small><br />
|<small>All units can be produced with the first production building level. Upgrading buildings is necessary to lower production times of higher unit levels.</small><br />
|-<br />
|Capital requirement<br />
|<small>Commandos and Paratroopers can only be built in the capital province.</small><br />
|<small>Commandos and Paratroopers can be produced in any city.</small><br />
|-<br />
|Production time<br />
|<small>Upgrading the production buildings reduces unit production times unconditionally.</small><br />
|<small>Upgrading the production buildings reduces unit production times until the minimum production time of a unit is reached, at which point it is not reduced further. Each unit has a different minimum production time.</small><br />
|}<br />
</div><br />
<h4>Buildings</h4><br />
<div><br />
{|<br />
|<br />
|'''<big>Call of War Classic</big>'''<br />
|'''<big>New Call of War</big>'''<br />
|-<br />
|New Buildings<br />
|<small>A smaller set of buildings.</small><br />
|<small>New buildings have been added and building roles have been revised. A list of all buildings:</small> <small>Barracks, Tank Plant, Naval Base, Ordnance Foundry, Aircraft Factory, Secret Lab, Industry, Bunkers, Capitol, Infrastructure, Recruiting Station, Propaganda Office, Local Industry, Airstrip, Fortifications, Local Port.</small><br />
|-<br />
|Building effects<br />
|<small>Most buildings have multiple effects and benefits.</small><br />
|<small>Most buildings only have one or two effects and benefits. Effects and benefits are assigned to specific buildings, and new building types were added to grant specific benefits to provinces.</small><br />
|-<br />
|Province separation<br />
|<small>All buildings are available in urban and rural provinces.</small><br />
|<small>Certain buildings are only available in urban provinces (e.g. production buildings), while certain buildings are only available in rural provinces.</small><br />
|-<br />
|Hidden buildings<br />
|<small>All buildings are visible in fog of war.</small><br />
|<small>Buildings in fog of war are not visible to other players. They have to be uncovered first by scouting or espionage.</small><br />
|}<br />
</div><br />
<h4>Resources</h4><br />
<div><br />
{|<br />
|<br />
|'''<big>Call of War Classic</big>'''<br />
|'''<big>New Call of War</big>'''<br />
|-<br />
|Resource distribution<br />
|<small>Amount of resources produced is distributed evenly regardless of the province type, while the type of resources somewhat depends on the province type (urban vs. rural).</small><br />
|<small>~75% of the resource production amount is located in urban provinces and ~25% is located in rural provinces. Urban provinces produce all 5 main resources. Rural provinces produce relatively more manpower. Countries still have different resource type distributions in their rural provinces.</small><br />
|-<br />
|Production resources<br />
|<small>Units require for the most part the same resource types to be produced, across most tech branches, resulting in higher demand for specific resources.</small><br />
|<small>Different tech branches require different resource types, with resources spread more evenly across all units. Resource demand is more evened out.</small><br />
|-<br />
|Building resources<br />
|<small>Buildings require for the most part the same resource types to be constructed, resulting in higher demand for specific resources.</small><br />
|<small>Buildings require different resources with resources spread more evenly across all buildings. Resource demand is more evened out.</small><br />
|-<br />
|Research resources<br />
|<small>Research requires the same resources (food, rare materials and money), regardless of the unit.</small><br />
|<small>Researches require different resources depending on the production cost of a unit.</small><br />
|}<br />
</div><br />
<h4>Unit Balancing</h4><br />
<div><br />
{|<br />
|<br />
|'''<big>Call of War Classic</big>'''<br />
|'''<big>New Call of War</big>'''<br />
|-<br />
|Unit roles<br />
|<small>Most units share similar roles in the game.</small><br />
|<small>Unit statistics have been changed for all units. Many units received distinct roles and are useful in different situations. A more distinct rock-paper-scissors balancing is in place. The unit description in the unit details provides hints how to use a unit.</small><br />
|-<br />
|Doctrine differences<br />
|<small>No Doctrines, unit statistics are the same across countries.</small><br />
|<small>Each country belongs to one of four Doctrines, which results in changes to unit statistics. On top of general buffs and debuffs that are applied to all units of a Doctrine, certain iconic units receive additional buffs to their statistics depending on the Doctrine.</small><br />
|-<br />
|New units<br />
|<small>A smaller set of regular units is available.</small><br />
|<small>Several new units have been added in the new version, for example the Flying Bomb, Attack Bombers, Rocket Artillery and SP Rocket Artillery.</small><br />
|-<br />
|Nuclear units<br />
|<small>Nuclear Battleships, Nuclear Aircraft Carriers and Nuclear Submarines are available in the game.</small><br />
|<small>Nuclear sea units have been removed from the game for more historical consistency.</small><br />
|-<br />
|Unit abilities<br />
|<small>Less unit abilities.</small><br />
|<small>Several units have new and altered abilities. Paratroopers can be converted back into a plane after dropping on a province, Rockets and Flying Bombs now deal damage to friendly units as well but don’t ignore protection values anymore, Commandos now ignores protection values, several units receive full or terrain based stealth abilities, several units receive scout abilities against hidden land or sea units (see below).</small><br />
|-<br />
|Stealth and Scouting<br />
|<small>Stealth: Submarine, Scouts: Naval Bomber</small><br />
|<small>Stealth: Submarine, Commandos.</small> <small>Stealth on specific terrain: Militia, Paratrooper, Anti Tank, Tank Destroyer.</small> <br />
<br />
<small>Land scout: Armored Car, Motorized Infantry, Interceptor.</small> <br />
<br />
<small>Sea scout: Naval Bomber, Destroyer.</small> <br />
<br />
<small>Scout units only uncover stealth units that are on the same level or below.</small><br />
|-<br />
|Armor classes<br />
|<small>Only one armor class exists for armored units.</small><br />
|<small>The "armored" class has been separated into light armor and heavy armor, to enable more unit roles and counters.</small><br />
|}<br />
</div><br />
<h4>Research</h4><br />
<div><br />
{|<br />
|<br />
|'''<big>Call of War Classic</big>'''<br />
|'''<big>New Call of War</big>'''<br />
|-<br />
|Unit upgrading<br />
|<small>Units on the map upgrade automatically when a new level has been researched.</small><br />
|<small>Units on the map don't upgrade automatically. They can be manually upgraded to the highest currently researched level (intermediate levels can be skipped) via a new unit command. Upgrading costs 50% of the resources and takes 50% of time that the target level requires for production.</small><br />
|-<br />
|Doctrine differences<br />
|<small>No Doctrines are available.</small><br />
|<small>Each country belongs to one of four Doctrines, which alters the day of availability of many units. Some units are unlocked later and some are unlocked earlier, depending on the Doctrine.</small><br />
|-<br />
|Nuclear Power<br />
|<small>The nuclear power research is required to research atomic bombs.</small><br />
|<small>The nuclear power research has been removed. Atomic Bombs can be researched directly at a higher price.</small><br />
|-<br />
|Amount of research levels<br />
|<small>Old amount of research levels.</small><br />
|<small>Reduced amount of research levels for certain units (e.g. Militia, Mechanized Infantry and all sea units) and added research levels for certain units (e.g. SP artillery and Commandos).</small><br />
|-<br />
|Days of availability<br />
|<small>Streamlined days of availablility with new levels unlocking every 2 or 4 days in a unitform way</small><br />
|<small>More varied days of availability with different gaps depending on the unit. Additional time offsets due to Doctrine.</small><br />
|}<br />
</div><br />
<h4>Mechanics</h4><br />
<div><br />
{|<br />
|<br />
|'''<big>Call of War Classic</big>'''<br />
|'''<big>New Call of War</big>'''<br />
|-<br />
|Victory points<br />
|<small>Victory points are scattered across all province types.</small><br />
|<small>Victory points are concentrated in urban provinces to create strategic points of interest on the map.</small><br />
|-<br />
|Game End Timer<br />
|<small>Normal game rounds have no set end date. Event rounds have set end dates.</small><br />
|<small>All game rounds have a maximum runtime depending on the map size. Small maps: 5 weeks; medium maps: 7 weeks; big maps: 10 weeks. If not won earlier, the highest ranked player or coalition wins when the end date is reached.</small><br />
|-<br />
|Level progression<br />
|<small>The level progression for unit or building statistics as well as for unit costs or building costs is rather flat or non-existent.</small><br />
|<small>Nearly all statistics and costs for units and buildings follow a clear progression when leveling up, from cheap to expensive costs, from short to long times and from weak to strong statistics or effects.</small><br />
|-<br />
|War penalty<br />
|<small>A war penalty to province morale is applied when being at war with other nations.</small><br />
|<small>No war penalty is applied to province morale anymore.</small><br />
|-<br />
|Distance to capital<br />
|<small>The distance to capital morale penalty for provinces caps out at -40 but rises faster.</small><br />
|<small>The distance to capital morale penalty for provinces caps out at -30 and rises slower.</small><br />
|-<br />
|Expansion penalty<br />
|<small>No Expansion penalty when conquering provinces.</small><br />
|<small>Provinces receive a morale penalty for conquering a lot of provinces. Starts at -1 when doubling the initial country size on most maps, and goes as high as -35 for owning ~44% of the map.</small><br />
|-<br />
|Morale based build times<br />
|<small>Standard build times, unaffected by province morale.</small><br />
|<small>When a province has less than 80% morale, build times in the province increase. The lower the province morale, the longer the build times.</small><br />
|-<br />
|Minimum production time<br />
|<small>Unit production time starts out high and is reduced with each building level. Units have no minimum production time.</small><br />
|<small>Production times start low but increase drastically with each unit level. Each production building level halves the production time, so leveling up the production building is required to keep production times low. Production time can not be decreased below the minimum production time of a unit.</small><br />
|-<br />
|Resource upkeep<br />
|<small>Provinces and some buildings have upkeep and drain resources.</small><br />
|<small>Provinces and buildings have no upkeep anymore. In turn the unit upkeep is increased and is now dependent on the unit production cost.</small><br />
|-<br />
|Army efficiency size limit<br />
|<small>The damage output of units is limited on a per unit type basis. When a certain number of the same unit types are part of the same army, the damage efficiency of these units is lowered. This limit varies for each unit type.</small><br />
|<small>The damage output of an army is regulated by an efficiency size limit for the whole army. When more than 10 units are part of an army, no matter their type, the damage efficiency of the army is lowered and only the 10 strongest damage values are used against each enemy armor class.</small><br />
|-<br />
|Damage sharing<br />
|<small>When an army takes damage, the incoming damage is applied only to one unit per unit type, resulting in units dying one by one.</small><br />
|<small>When an army takes damage, the incoming damage is shared among all units of each unit type. Units only start to die when the condition for the whole unit type drops below 50%.</small><br />
|-<br />
|Combat intervals<br />
|<small>Combat rounds happen every 60 minutes.</small><br />
|<small>Combat rounds happen every 30 minutes.</small><br />
|-<br />
|Aircraft patrol intervals<br />
|<small>Planes on patrol deal 25% of their damage every 15 minute, and may receive 25% damage in return.</small><br />
|<small>Planes on patrol deal 50% of their damage every 15 minutes, and may receive 50% damage in return.</small><br />
|-<br />
|Speed penalty<br />
|<small>Units are not slowed down when damaged.</small><br />
|<small>When the condition of a unit drops below 50%, its movement speed is lowered. When nearing 0% condition, the speed is reduced to 50%.</small><br />
|-<br />
|Battle results<br />
|<small>The combat results are rather unpredictable and the damage output of a unit can vary drastically, based on luck.</small><br />
|<small>The combat results are more predictable because the damage output of a unit can only vary within a range of +20% and -20%.</small><br />
|-<br />
|Graphics and usability<br />
|<small>Older visuals with no usability improvements.</small><br />
|<small>Various interfaces and graphics have been reworked and polished. The map is rendered in more detailed graphics and allows for smooth stepless zooming. Capitals, urban provinces, armies and other icons now stand out more on the map. The province list can be filtered for urban provinces, Doctrines are highlighted in various menus.</small><br />
|}<br />
</div></div>Userhttps://wiki.callofwar.com/index.php?title=CALL_OF_WAR_CLASSIC&diff=883CALL OF WAR CLASSIC2023-05-17T15:10:43Z<p>User: </p>
<hr />
<div><h3>Call of War Classic</h3><br />
<div><br />
The current version of the game is different to the old version that existed years ago, in terms of features, restrictions and balancing. That older version is also referred to as ''Call of War'' Classic or CoW1.0. Players who come back to the game after a long hiatus should learn about the changes and new additions to the game.<br />
<br />
Below is an overview table that explains which parts of the game changed from the old version (CoW Classic) to the new ''Call of War'' version.<br />
</div><br />
<h4>Unit Production</h4><br />
<div><br />
{|<br />
|<br />
|'''<big>Call of War Classic</big>'''<br />
|'''<big>New Call of War</big>'''<br />
|-<br />
|Production buildings<br />
|<small>Nearly all units require an Industrial Complex to be produced.</small><br />
|<small>New production buildings were added to the game. Different tech branches need different buildings for production. E.g. Tanks require a Tank Plant. Artillery requires an Ordnance Foundry.</small><br />
|-<br />
|Urban focus<br />
|<small>Production buildings and units can be built anywhere.</small><br />
|<small>Production buildings and units can only be built in urban provinces (cities).</small><br />
|-<br />
|Production categories<br />
|<small>Units are separated in production categories based on their armor class.</small><br />
|<small>Units are separated in production categories based on their production building. This makes building requirements easier to understand.</small><br />
|-<br />
|Production requirements<br />
|<small>Upgrading buildings is required to unlock production of higher unit levels.</small><br />
|<small>All units can be produced with the first production building level. Upgrading buildings is necessary to lower production times of higher unis levels.</small><br />
|-<br />
|Capital requirement<br />
|<small>Commandos and Paratroopers can only be built in the capital province.</small><br />
|<small>Commandos and Paratroopers can be produced in any city.</small><br />
|-<br />
|Production time<br />
|<small>Upgrading the production buildings reduces unit production times unconditionally.</small><br />
|<small>Upgrading the production buildings reduces unit production times until the minimum production time of a unit is reached, at which point it is not reduced further. Each unit has a different minimum production time.</small><br />
|}<br />
</div><br />
<h4>Buildings</h4><br />
<div><br />
{|<br />
|<br />
|'''<big>Call of War Classic</big>'''<br />
|'''<big>New Call of War</big>'''<br />
|-<br />
|New Buildings<br />
|<small>A smaller set of buildings.</small><br />
|<small>New buildings have been added and building roles have been revised. A list of all buildings:</small> <small>Barracks, Tank Plant, Naval Base, Ordnance Foundry, Aircraft Factory, Secret Lab, Industry, Bunkers, Capitol, Infrastructure, Recruiting Station, Propaganda Office, Local Industry, Airstrip, Fortifications, Local Port.</small><br />
|-<br />
|Building effects<br />
|<small>Most buildings have multiple effects and benefits.</small><br />
|<small>Most buildings only have one or two effects and benefits. Effects and benefits are assigned to specific buildings, and new building types were added to grant specific benefits to provinces.</small><br />
|-<br />
|Province separation<br />
|<small>All buildings are available in urban and rural provinces.</small><br />
|<small>Certain buildings are only available in urban provinces (e.g. production buildings), while certain buildings are only available in rural provinces.</small><br />
|-<br />
|Hidden buildings<br />
|<small>All buildings are visible in fog of war.</small><br />
|<small>Buildings in fog of war are not visible to other players. They have to be uncovered first by scouting or espionage.</small><br />
|}<br />
</div><br />
<h4>Resources</h4><br />
<div><br />
{|<br />
|<br />
|'''<big>Call of War Classic</big>'''<br />
|'''<big>New Call of War</big>'''<br />
|-<br />
|Resource distribution<br />
|<small>Amount of resources produced is distributed evenly regardless of the province type, while the type of resources somewhat depends on the province type (urban vs. rural).</small><br />
|<small>~75% of the resource production amount is located in urban provinces and ~25% is located in rural provinces. Urban provinces produce all 5 main resources. Rural provinces produce relatively more manpower. Countries still have different resource type distributions in their rural provinces.</small><br />
|-<br />
|Production resources<br />
|<small>Units require for the most part the same resource types to be produced, across most tech branches, resulting in higher demand for specific resources.</small><br />
|<small>Different tech branches require different resource types, with resources spread more evenly across all units. Resource demand is more evened out.</small><br />
|-<br />
|Building resources<br />
|<small>Buildings require for the most part the same resource types to be constructed, resulting in higher demand for specific resources.</small><br />
|<small>Buildings require different resources with resources spread more evenly across all buildings. Resource demand is more evened out.</small><br />
|-<br />
|Research resources<br />
|<small>Research requires the same resources (food, rare materials and money), regardless of the unit.</small><br />
|<small>Researches require different resources depending on the production cost of a unit.</small><br />
|}<br />
</div><br />
<h4>Unit Balancing</h4><br />
<div><br />
{|<br />
|<br />
|'''<big>Call of War Classic</big>'''<br />
|'''<big>New Call of War</big>'''<br />
|-<br />
|Unit roles<br />
|<small>Most units share similar roles in the game.</small><br />
|<small>Unit statistics have been changed for all units. Many units received distinct roles and are useful in different situations. A more distinct rock-paper-scissors balancing is in place. The unit description in the unit details provides hints how to use a unit.</small><br />
|-<br />
|Doctrine differences<br />
|<small>No Doctrines, unit statistics are the same across countries.</small><br />
|<small>Each country belongs to one of four Doctrines, which results in changes to unit statistics. On top of general buffs and debuffs that are applied to all units of a Doctrine, certain iconic units receive additional buffs to their statistics depending on the Doctrine.</small><br />
|-<br />
|New units<br />
|<small>A smaller set of regular units is available.</small><br />
|<small>Several new units have been added exclusively to the CoW 1.5 version, for example the Flying Bomb, Attack Bombers, Rocket Artillery and SP Rocket Artillery.</small><br />
|-<br />
|Nuclear units<br />
|<small>Nuclear Battleships, Nuclear Aircraft Carriers and Nuclear Submarines are available in the game.</small><br />
|<small>Nuclear sea units have been removed from the game for more historical consistency.</small><br />
|-<br />
|Unit abilities<br />
|<small>Less unit abilities.</small><br />
|<small>Several units have new and altered abilities. Paratroopers can be converted back into a plane after dropping on a province, Rockets and Flying Bombs now deal damage to friendly units as well but don’t ignore protection values anymore, Commandos now ignores protection values, several units receive full or terrain based stealth abilities, several units receive scout abilities against hidden land or sea units (see below).</small><br />
|-<br />
|Stealth and Scouting<br />
|<small>Stealth: Submarine, Scouts: Naval Bomber</small><br />
|<small>Stealth: Submarine, Commandos, Stealth on specific terrain: Militia, Paratrooper, Anti Tank, Tank Destroyer, Land scout: Armored Car, Motorized Infantry, Interceptor, Sea scout: Naval Bomber, Destroyer. Scout units only uncover stealth units that are on the same level or below.</small><br />
|-<br />
|Armor classes<br />
|<small>Only one armor class exists for armored units.</small><br />
|<small>The "armored" class has been separated into light armor and heavy armor, to enable more unit roles and counters.</small><br />
|}<br />
</div><br />
<h4>Research</h4><br />
<div><br />
{|<br />
|<br />
|'''<big>Call of War Classic</big>'''<br />
|'''<big>New Call of War</big>'''<br />
|-<br />
|Unit upgrading<br />
|<small>Units on the map upgrade automatically when a new level has been researched.</small><br />
|<small>Units on the map don't upgrade automatically. They can be manually upgraded to the highest currently researched level via a new unit command. Upgrading costs 50% of the resources and takes 50% of time that the target level requires for production.</small><br />
|-<br />
|Doctrine differences<br />
|<small>No Doctrines are available.</small><br />
|<small>Each country belongs to one of four Doctrines, which alters the day of availability of many units. Some units are unlocked later and some are unlocked earlier, depending on the Doctrine.</small><br />
|-<br />
|Nuclear Power<br />
|<small>The nuclear power research is required to research atomic bombs.</small><br />
|<small>The nuclear power research has been removed. Atomic Bombs can be researched directly at a higher price.</small><br />
|-<br />
|Amount of research levels<br />
|<small>Old amount of research levels.</small><br />
|<small>Reduced amount of research levels for certain units (e.g. Militia, Mechanized Infantry and all sea units) and added research levels for certain units (e.g. SP artillery and Commandos).</small><br />
|-<br />
|Days of availability<br />
|<small>Streamlined days of availablility with new levels unlocking every 2 or 4 days in a unitform way</small><br />
|<small>More varied days of availability with different gaps depending on the unit. Additional time offsets due to Doctrine.</small><br />
|}<br />
</div><br />
<h4>Mechanics</h4><br />
<div><br />
{|<br />
|<br />
|'''<big>Call of War Classic</big>'''<br />
|'''<big>New Call of War</big>'''<br />
|-<br />
|Victory points<br />
|<small>Victory points are scattered across all province types.</small><br />
|<small>Victory points are concentrated in urban provinces to create strategic points of interest on the map.</small><br />
|-<br />
|Game End Timer<br />
|<small>Normal game rounds have no set end date. Event rounds have set end dates.</small><br />
|<small>All game rounds have a maximum runtime depending on the map size. Small maps: 5 weeks; medium maps: 7 weeks; big maps: 10 weeks. If not won earlier, the highest ranked player or coalition wins when the end date is reached.</small><br />
|-<br />
|Level progression<br />
|<small>The level progression for unit or building statistics as well as for unit costs or building costs is rather flat or non-existent.</small><br />
|<small>Nearly all statistics and costs for units and buildings follow a clear progression when leveling up, from cheap to expensive costs, from short to long times and from weak to strong statistics or effects.</small><br />
|-<br />
|War penalty<br />
|<small>A war penalty to province morale is applied when being at war with other nations.</small><br />
|<small>No war penalty is applied to province morale anymore.</small><br />
|-<br />
|Distance to capital<br />
|<small>The distance to capital morale penalty for provinces caps out at -40 but rises faster.</small><br />
|<small>The distance to capital morale penalty for provinces caps out at -30 and rises slower.</small><br />
|-<br />
|Expansion penalty<br />
|<small>No Expansion penalty when conquering provinces.</small><br />
|<small>Provinces receive a morale penalty for conquering a lot of provinces. Starts at -1 when doubling the initial country size on most maps, and goes as high as -40 for owning ~44% of the map.</small><br />
|-<br />
|Morale based build times<br />
|<small>Standard build times, unaffected by province morale.</small><br />
|<small>When a province has less than 80% morale, build times in the province increase. The lower the province morale, the longer the build times.</small><br />
|-<br />
|Minimum production time<br />
|<small>Unit production time starts out high and is reduced with each building level. Units have no minimum production time.</small><br />
|<small>Production times start low but increase drastically with each unit level. , Each production building level halves the production time, so leveling up the production building is required to keep production times low. Production time can not be decreased below the minimum production time of a unit.</small><br />
|-<br />
|Resource upkeep<br />
|<small>Provinces and some buildings have upkeep and drain resources.</small><br />
|<small>Provinces and buildings have no upkeep anymore. In turn the unit upkeep is increased and is now dependent on the unit production cost.</small><br />
|-<br />
|Army efficiency size limit<br />
|<small>The damage output of units is limited on a per unit type basis. When a certain number of the same unit types are part of the same army, the damage efficiency of these units is lowered. This limit varies for each unit type.</small><br />
|<small>The damage output of an army is regulated by an efficiency size limit for the whole army. When more than 10 units are part of an army, no matter their type, the damage efficiency of the army is lowered and only the 10 strongest damage values are used against each enemy armor class.</small><br />
|-<br />
|Damage sharing<br />
|<small>When an army takes damage, the incoming damage is applied only to one unit per unit type, resulting in units dying one by one.</small><br />
|<small>When an army takes damage, the incoming damage is shared among all units of each unit type. Units only start to die when the condition for the whole unit type drops below 50%.</small><br />
|-<br />
|Combat intervals<br />
|<small>Ground combat rounds happen every 60 minutes.</small><br />
|<small>Ground combat rounds happen every 30 minutes.</small><br />
|-<br />
|Aircraft patrol intervals<br />
|<small>Planes on patrol deal 25% of their damage every 15 minute, and may receive 25% damage in return.</small><br />
|<small>Planes on patrol deal 50% of their damage every 15 minutes, and may receive 50% damage in return.</small><br />
|-<br />
|Speed penalty<br />
|<small>Units are not slowed down when damaged.</small><br />
|<small>When the condition of a unit drops below 50%, its movement speed is lowered. When nearing 0% condition, the speed is reduced to 50%.</small><br />
|-<br />
|Battle results<br />
|<small>The combat results are rather unpredictable and the damage output of a unit can vary drastically, based on luck.</small><br />
|<small>The combat results are more predictable because the damage output of a unit can only vary within a range of +20% and -20%.</small><br />
|-<br />
|Graphics and usability<br />
|<small>Older visuals with no usability improvements.</small><br />
|<small>Various interfaces and graphics have been reworked and polished. Capitals and urban provinces now stand out more on the map, resource icons on the map are displayed in a cleaner style, the province list can be filtered for urban provinces, Doctrines are highlighted in various menus.</small><br />
|}<br />
</div></div>Userhttps://wiki.callofwar.com/index.php?title=COMBAT&diff=882COMBAT2023-04-25T14:13:17Z<p>User: </p>
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<div><h3>Combat</h3><br />
<div>Combat is the core of ''Call of War''<nowiki/>'s gameplay and usually happens when two hostile armies meat eachother on the map, or when an army enters a foreign '''[[PROVINCES|province]]'''. Conquering provinces and fighting other armies is essential to winning the game and is encouraged. Below we will explain some of combat's basic concepts and also provide more advanced knowledge how combat results are calculated.<br />
</div><br />
<h3>Conquering provinces</h3><br />
<div><br />
When an army enters the center point of a foreign '''[[PROVINCES|province]]''' on the map (called the ''province center''), the province is conquered and changes ownership immediately. Province centers can be guarded by stationed armies, which automatically protect the province from being conquered. When an army enters a guarded province center of a foreign nation, combat occurs. Only after the attacker wins the battle and destroys the defender, the province is conquered and changes ownership.<br />
<br />
In the process of conquering a province the '''[[BUILDINGS|buildings]]''' in the province take damage and also the province morale is lowered severely to 25%.<br />
<br />
<br />
Allied nations can move through eachother's provinces without the provinces being conquered. A '''[[DIPLOMATIC RELATIONS|diplomatic relation]]''' of Right of Way, Shared Map or Shared Intelligence is required for that.<br />
<br />
<br />
If armies of multiple nations attack the same province, then the army which deals the final blow on the defending army will conquer the province. If the province is empty, then the nation which arrives first at the province conquers it.<br />
</div><br />
<h3>Combat Phases</h3><br />
<div><br />
Combat is triggered when one army attacks another army. During combat damage is exchanged every 30 minutes, and combat cycles through the following phases:<br />
<br />
#Calculation: The damage potential for each army is calculated based on its damage efficiency.<br />
#Reduction: The damage potential is reduced by defence modifiers of the receiving army.<br />
#Distribution: The reduced damage is distributed within the other army based on its army composition.<br />
#Steps 1 to 3 are repeated after a cooldown of 30min, until one army is defeated or combat is ended otherwise.<br />
<br />
<br /><br />
In '''[[GAME MODES|speed game]]''' rounds the combat cooldown can be faster, as this value refers to ingame time.<br />
It is also possible that both armies attack each other, in which case two combat cycles with all 4 phases would happen simultaneously (as explained in the sections below), thus speeding up the resolution of the exchange.<br />
</div><br />
<h3>Entering combat</h3><br />
<div>Combat can be initiated differently and also play out differently depending on which '''[[UNITS|unit]]''' types are participating in the battle.</div><br />
<h4>Melee combat</h4><br />
<div><br />
Melee combat (close combat) is triggered when enemy 2 armies are within close combat range of each other on the map.<br />
<br />
*The close combat range is 5 (game distance units).<br />
<br />
Melee combat is also triggered when 2 neutral armies (at peace) meet eachother on the territory belonging to one of the armies.<br />
<br />
<br />
Melee combat is not triggered when:<br />
<br />
*Allied armies meet.<br />
**Allied means '''[[DIPLOMATIC RELATIONS|diplomacy relations]]''' of Right of Way, Shared Map or Shared Intelligence.<br />
*Neutral armies (at peace) meet on sea or on 3rd party territory. Ranged armies need their Fire Control settings ('''[[HIGH COMMAND|Premium Account]]''' feature) to be set to Fire at Will, Return Fire or Hold Fire to not trigger combat.<br />
*One of the armies is invisible to the other army and has its fire control settings set to Return Fire or Hold Fire.<br />
<br />
When armies enter melee combat they are locked in combat until one side is defeated.<br />
</div><br />
<h4>Ranged combat</h4><br />
<div><br />
Ranged combat can be triggered when a target is located within the attack range circle of a ranged army. By issuing an attack command on the target, the ranged army moves towards the target and attacks as soon as the target gets into the range circle. Idling ranged armies also initiate combat automatically if an enemy army enters their attack range circle. Due to latency such ranged combat might also be triggered with a small delay.<br />
<br />
<br />
Armies in ranged combat are not locked in battle and are free to abort the combat by moving away.<br />
<br />
<br />
The start of ranged combat also depends on the fire control setting ('''[[HIGH COMMAND|Premium Account]]''' feature) of the ranged army:<br />
<br />
#''Aggressive:'' Ranged attack is initiated if the other army is a neutral unit ('''[[DIPLOMATIC RELATIONS|diplomatic relation]]''' of peace) or an enemy. The ranged army even pauses its movement orders to attack, before continuing to its destination.<br />
#''Offensive:'' Ranged attack is initiated if the other army is an enemy. The ranged army even pauses its movement orders to attack, before continuing to its destination.<br />
#''Fire at Will:'' Ranged attack is initiated if the other army is an enemy and the ranged army is not moving itself.<br />
#''Return Fire:'' Ranged attack is only initiated if the other army attacks first and the ranged army is not moving itself.<br />
#''Hold Fire:'' Ranged attack is not initiated even when being attacked.<br />
<br />
</div><br />
<h4>Air combat</h4><br />
<div><br />
Air combat via direct attack '''[[ARMY CONTROLS|commands]]''' results in melee combat, with the difference that both sides are not locked in combat and that the airplane returns to its airport for refueling after one combat cycle.<br />
<br />
*Airplanes return for refueling after every direct attack.<br />
*During its return flight the airplane cannot deviate from its course. It can still accept commands, but will only fulfill those once refueling is completed.<br />
*If the origin airbase of the aircraft is destroyed or captured, it will check if another friendly airbase is in range. If so, the plane will return to that one to refuel. If not, it will return to its origin, while also taking 25% crash landing damage.<br />
<br />
Another form of air combat can be triggered via the patrol command: In this mode the airplane automatically attacks all enemy units within its patrol radius, but units are not locked in combat in this mode. This means the patrol destination of a patroling airplane can also be re-positioned anytime.<br />
<br />
*During patrols aircraft deal damage every 15min instead of the standard 30min. The damage values of both sides are reduced accordingly by 50%.<br />
*If 2 enemy aircrafts patrol in the same area with overlapping patrol circles, they attack each other as well, while also returning defence damage to the other plane. In such a case the applied damage depends on the size of the area that is overlapping, with full damage only being applied if more than half of the circle areas overlap.<br />
<br />
</div><br />
<h4>Attacking vs. Defending</h4><br />
<div><br />
Combat values of units change depending on the combat stance of their army: ''Attacking'' or ''Defending''. The values for both stances are listed in the unit details panel as well as in the army info panel, opened via the info button in '''[[ARMY CONTROLS|army interface]]''' after selecting an army.<br />
<br />
<br /><br />
<br />
*Armies which are moving into another enemy army or which receive an attack '''[[ARMY CONTROLS|command]]''' onto another army are attacking during combat, using their attacking damage values only. This is indicated by the words 'attacking' in the army interface.<br />
**An attacking army displays an attack indicator on the map which shows the time until the next round of attack.<br />
**Special case: Armies which currently perform certain actions only defend and do not attack, even if they have an attack command or move command.<br />
***These actions are: Disembarking, Embarking, Waiting, Converting, Mobilizing, Upgrading, Refueling.<br />
*Idling Armies which are attacked are always defending and not attacking themselves. This is indicated by the words 'defending vs.' in the army interface, as well as an defence icon dispayed on the map. Defending armies deal out damage automatically each time they are attacked, using their defensive damage values only. Thus applying defence damage is not limited to the 30min combat intervals.<br />
**An army can only attack one other army but can defend against an unlimited number of attacking armies.<br />
**Attacking damage and defensive damage for land or sea based fights is exchanged at the same time.<br />
*If both armies attack each other, both armies are simultaneously attacking and defending, resulting in two combat cycles going on simultaneously.<br />
**Defending armies however can start attacking as well, if they receive a move or attack command during combat. At that point both sides become attackers and defenders. This cannot be reverted.<br />
*Armies with ranged '''[[UNITS|units]]''' are always attacking when bombarding another army. This is indicated by the words “bombarding” in the army interface. The bombarded army is not defending, which is indicated by the words “bombarded by” in the army interface. If 2 ranged armies attack each other, both are attacking but not defending, only using their attacking damage values.<br />
*Airplanes are always attacking when fighting via direct attack command or patrol command. The attacked army is always only defending. <br />
**Land or sea armies attacked by airplanes always deal out their defensive damage first before the attacking damage of the airplane is dealt out, giving defenders a small advantage. In air to air combat, attacking and defensive damage is applied at the same time.<br />
*Attacks always target all enemy armies in a radius of 5 around the main target, the attack damage gets split among these targeted armies. Thus all enemy armies in this radius become defenders. The defense damage of all defenders in the area is summed up before stack limits are applied, to prevent advantages from splitting troops.<br />
<br />
</div><br />
<h4>Combat Intervals</h4><br />
<div><br />
'''Melee & ranged attacks:''' <br />
<br />
Once every 30 minutes the attacking army attacks the defending army. Attacking damage is applied to the defender and defending damage is applied to the attacker simultaneously.<br />
<br />
*In '''[[GAME MODES|speed scenarios]]''' the cooldown is shorter.<br />
*If both armies attack each other, then there are 2 combat cycles happening at the same time, meaning that combat will be over twice as fast.<br />
*When the target army is destroyed in one hit, then the attack cooldown is reduced to 1 minute for the attacking army, meaning it can attack and deal damage to another army 1 minute later.<br />
<br />
'''Direct air attacks:''' <br />
<br />
The time between aircraft attacks varies based on the map distance between target and airfield as well as the airplane speed.<br />
<br />
'''Air patrol:'''<br />
<br />
Every 15 minutes the patrolling aircraft deals 50% of its attack damage to all enemy '''[[UNITS|units]]''' within its patrol radius, and receives 50% of their defence damage in return.<br />
<br />
*In speed maps the cooldown is shorter.<br />
</div><br />
<h3>Combat calculation</h3><br />
<div>The combat calculation always follows these steps:<br />
<br />
#Sum up the damage potential of the army against each armor class.<br />
#Increase or reduce damage value with a random factor between -20% and +20%.<br />
#Lower the damage potential based on the army's damage efficiency.<br />
#Deal out damage value to enemy army (the order depends on the combat type).<br />
#Reduce the received damage value based on the enemy army's protection value.<br />
#Distribute reduced damage value to '''[[UNITS|units]]''' in enemy army based on army composition.<br />
#Reduce hitpoints of units or destroy units based on amount of distributed damage.<br />
</div><br />
<h4>Damage potential</h4><br />
<div>[[File:Armyinfo popup1.png|thumb|543x543px]]For the attacking army its ''attack'' ''damage potential'' against all armor classes is calculated.<br />
<br />
For the defending army its ''defence damage potential'' against all armor classes is calculated. <br />
<br />
The damage potential is an indicator how much damage the army could deal against each armor class in an ideal scenario. The final damage however depends on the enemy army composition and damage reduction modifiers (see sections below).<br />
<br />
The damage potential is calculated by multiplying the base damage values of the '''[[UNITS|unit type]]''' with the unit amount, the terrain modifiers, the home defence bonus and the damage efficiency (see section below). <br />
<br />
*The '''[[TERRAIN|Terrain]]''' bonus influences the damage potential of a unit type. Each unit type has different terrain bonuses, which can be seen in the unit details panel (click on unit icon in army interface).<br />
*The Home Defence bonus influences the damage potential as well. It grants a 15% bonus in damage potential to armies which are located in a core province of their own nation, in addition to a 15% bonus in damage reduction.<br />
<br />
The damage potential against each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. The damage potential values displayed in this list are already reduced by the damage efficiency.<br />
<br />
<br />
In combat, the damage potential is also increased or decreased by a random value between -20% and +20%, in order to simulate altering circumstances on the battle field. This random factor is rolled again with each combat round.<br />
</div><br />
<h4>Damage efficiency</h4><br />
<div>[[File:Armyinfo popup2.png|thumb|543x543px]]The damage potential of an army is influenced by its damage efficiency. Without any reduction the damage efficiency is 100%, but it can be affected by several factors:<br />
<br />
*Lost hitpoints: <br />
**The damage efficiency is based on the current percentage of the '''[[UNITS|unit’s]]''' hitpoints (health). At maximum hitpoints the damage efficiency is not lowered, while near 0% health the damage efficiency is lowered to 20%. Between the minimum and maximum health value a linear curve is used to determine the efficiency.<br />
*Army size efficiency: <br />
**When more than 10 units are part of an army, the damage efficiency of the army is reduced, because not all units are participating in the fight.<br />
**Only the 10 strongest attack and defence damage values against each armor class are used in combat. The unused damage values determine the loss in efficiency.<br />
***As an example: If an army consists of 10 Anti Air units and 5 Infantry, then the damage values of 10 Anti Air are used when fighting against air targets, while the damage values of 5 Infantry and 5 Anti Air will be used when fighting against unarmored targets<br />
**When an army of more than 10 units needs to be assembled, the efficiency loss can be reduced by mixing units together which are most effective against different armor classes.<br />
<br />
<br />
The damage efficiency for each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. This value is multiplied with the base damage value against each armor class and results in the damage potential values to the left. <br />
</div><br />
<h4>Damage exchange order</h4><br />
<div class="list"><br />
The order in which damage is exchanged and afterwards distributed and applied depends on the combat type:<br />
<div><br />
[[File:Melee combat.png|thumb|400x400px]]<br />
<br />
*For melee land & sea battles:<br />
**The attack damage is applied at the same time as the defence damage.<br />
***This means that damage efficiency reduction due to lost hitpoints happens after the damage of that combat round was applied, so no side is at an disadvantage. It can even happen that both armies are destroyed at the same time in the last combat round.<br />
**If both armies attack each other and thus trigger 2 parallel combat cycles, one combat cycle can start a fraction of a second earlier than the second combat cycle. <br />
***This means that one of the armies may apply its attack damage milliseconds before the other army’s attack damage due to latency, but defence damage is still applied at the same time as attack damage.<br />
***Usually the army which received an active command triggers its combat cycle first.<br />
<br />
</div><br />
<div>[[File:Rangedcombat.png|thumb|400x400px]]<br />
<br />
*For ranged land & sea battles one of the ranged armies can be attacking a fraction of a second earlier than the other ranged army reacts due to latency, dealing its attack damage first and thus reducing the damage efficiency of the enemy before they counter attack.<br />
**Usually the army which received an active command triggers its combat cycle slightly earlier.<br />
<br />
</div><br />
<div>[[File:Aircombat.png|thumb|400x400px]]<br />
<br />
*For attacks or patrols by aircrafts against land or sea units, the defence damage of the defender is applied to the attacker before the attack damage of the attacker is applied to the defender. This means that the damage efficiency of the aircraft can get reduced already before it is able to deal out its attack damage to the defender.<br />
<br />
</div><br />
</div><br />
<h4>Damage reduction</h4><br />
<div>[[File:Armyinfo popup protection.png|thumb|400x400px]]<br />
<br />
The calculated damage is reduced before being applied to the receiving army, if one of the following criteria is met:<br />
<br />
*The target army is standing in a province center where friendly fortifications or bunkers exist.<br />
**The amount of damage reduction depends on the building level and increases per level.<br />
*The target army is fighting in its own core provinces, which triggers the Home Defence bonus.<br />
**The Home Defence bonus grants the army a 15% bonus in damage reduction, in addition to a 15% bonus in damage potential.<br />
<br />
The percentage value of the protection is multiplied with the incoming damage values to determine the amount which is subtracted from the incoming damage. <br />
<br />
More information on the current damage reduction can be seen in the protection tab in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. <br />
</div><br />
<h4>Damage distribution</h4><br />
<div>[[File:Armyinfo popup3.png|thumb|543x543px]]The final damage values for each armor class are distributed and applied to the target army based on the target army’s composition.<br />
<br />
*The army composition is determined by the amount of '''[[ARMY CONTROLS|units]]''' per armor class.<br />
*If for example the target army consists of 4 Heavy Tanks (heavy armor), 2 Infantry (unarmored) and 4 Militia (unarmored), the damage distribution for this army is 40% heavy armor and 60% unarmored.<br />
<br />
The incoming damage values for each armor class are multiplied by the target’s damage distribution percentages for each armor class to determine how much damage each armor class in the target army receives. <br />
<br />
*If for example the incoming damage is 100 against heavy armor and 200 against unarmored, the 4 heavy armored units of the example army mentioned above receive 40 damage (100 * 40%), while the 6 unarmored units receive 120 damage (200 * 60%).<br />
<br />
Within each armor class, the damage each unit type receives is based on the share of unit types within that class. <br />
<br />
*In the example army mentioned above the 2 Infantry receive 40 damage (33% of the 120 unarmored damage) and the 4 Militias also receive 80 damage (67% of the 120 unarmored damage).<br />
<br />
The damage distribution for each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. Reminder: The damage distribution column in this table only refers to the distribution of incoming damage, not the distribution of outgoing damage. Therefore this column has to be checked for the enemy army, while the first 2 column have to be checked for the own army to estimate the damage dealt in combat. <br />
<br />
For attacking damage, all enemy armies in a radius of 5 around the main target share the damage (splash damage). The damage is split among the attacked armies depending on their amount of units, using the same distribution calculation presented in the examples above. <br />
<br />
For defense damage, all attacked armies contribute to the same defense damage value that is dealt back to the attacking army (without splash damage). The defense damage of these armies is summed up before stack limits are applied to prevent advantages from splitting troops. <br />
<br />
</div><br />
<h4>Reducing hitpoint and destroying units</h4><br />
<div><br />
The last phase of a combat round is the distribution of the damage to the various '''[[UNITS|unit types]]''' within the army (see damage distribution above). The incoming damage is then spread evenly among units of the same type.<br />
<br />
<br />
When damage is applied, there is a check if units of that unit type are destroyed. Units can be destroyed once the hitpoints for the whole unit type drop below 50%.<br />
<br />
<br /><br />
<br />
*Below 50% hitpoints a unit being destroyed depends on the amount of incoming damage compared to the remaining hitpoints of each unit within the unit type. If the incoming damage exceeds the remaining hitpoints of one or more units, one or more units are destroyed.<br />
*Example:<br />
**5 Light Tanks are part of an army and have a maximum of 20 hitpoints each, for a combined hitpoint total of 100.<br />
**During battle the Light Tank unit type drops to 50% health, meaning 50 hitpoints in total and 10 hitpoints per unit remain.<br />
**The army is attacked again with an attack damage of 9. 9 damage is not enough to kill one of the Light Tanks, who each still have 10 hitpoints remaining, therefore no unit dies. The hitpoint total drops to 41, each of the 5 Light Tanks now has 8.2 health left.<br />
**The army is attacked again with an attack damage of 9. This damage now exceeds the remaining hitpoints of one Light Tank. Therefore one Light Tank is destroyed. The total hitpoint amount now drops to 32, with each of the 4 remaining Light Tanks having 8 hitpoints left. This goes on until all Light Tanks are destroyed.<br />
***The next attack with 9 damage therefore would again result in 1 Light Tank being destroyed.<br />
***If the incoming damage would be twice as high, two Light Tanks would have been destroyed in that combat round, since 18 damage exceeded the remaining health of 2 Light Tanks.<br />
<br />
</div><br />
<h4>Building and morale damage</h4><br />
<div><br />
Province [[MORALE & UPRISINGS|'''morale''']] and province '''[[BUILDINGS|buildings]]''' can also take damage when the '''[[PROVINCES|province]]''' is directly attacked or when an army is attacked in direct vicinity of the province center. The damage dealt to the province's morale and buildings is calculated separately of the unit combat, thus one cannot affect the other. <br />
<br />
<br />
The damage dealt to the province's morale or to the province’s buildings is determined by the attacking army's offensive morale damage value or offensive building damage value respectively. Similar to unit combat there is a +-20% random factor induced into the calculation. Only full morale percentage points and only full building hitpoints can be removed. If the attacking army deals less than 1 point of damage, a random roll determines if 1 point of damage is applied or not.<br />
<br />
<br />
If more than one building was constructed in the province, a random roll determines which building gets hit by the damage. If the incoming damage destroys this building, the leftover damage is applied to another random building. Fortifications and Bunkers have a higher chance to be hit than other buildings in the same province. <br />
</div></div>Userhttps://wiki.callofwar.com/index.php?title=COMBAT&diff=881COMBAT2023-04-13T17:07:37Z<p>User: </p>
<hr />
<div><h3>Combat</h3><br />
<div>Combat is the core of ''Call of War''<nowiki/>'s gameplay and usually happens when two hostile armies meat eachother on the map, or when an army enters a foreign '''[[PROVINCES|province]]'''. Conquering provinces and fighting other armies is essential to winning the game and is encouraged. Below we will explain some of combat's basic concepts and also provide more advanced knowledge how combat results are calculated.<br />
</div><br />
<h3>Conquering provinces</h3><br />
<div><br />
When an army enters the center point of a foreign '''[[PROVINCES|province]]''' on the map (called the ''province center''), the province is conquered and changes ownership immediately. Province centers can be guarded by stationed armies, which automatically protect the province from being conquered. When an army enters a guarded province center of a foreign nation, combat occurs. Only after the attacker wins the battle and destroys the defender, the province is conquered and changes ownership.<br />
<br />
In the process of conquering a province the '''[[BUILDINGS|buildings]]''' in the province take damage and also the province morale is lowered severely to 25%.<br />
<br />
<br />
Allied nations can move through eachother's provinces without the provinces being conquered. A '''[[DIPLOMATIC RELATIONS|diplomatic relation]]''' of Right of Way, Shared Map or Shared Intelligence is required for that.<br />
<br />
<br />
If armies of multiple nations attack the same province, then the army which deals the final blow on the defending army will conquer the province. If the province is empty, then the nation which arrives first at the province conquers it.<br />
</div><br />
<h3>Combat Phases</h3><br />
<div><br />
Combat is triggered when one army attacks another army. During combat damage is exchanged every 30 minutes, and combat cycles through the following phases:<br />
<br />
#Calculation: The damage potential for each army is calculated based on its damage efficiency.<br />
#Reduction: The damage potential is reduced by defence modifiers of the receiving army.<br />
#Distribution: The reduced damage is distributed within the other army based on its army composition.<br />
#Steps 1 to 3 are repeated after a cooldown of 30min, until one army is defeated or combat is ended otherwise.<br />
<br />
<br /><br />
In '''[[GAME MODES|speed game]]''' rounds the combat cooldown can be faster, as this value refers to ingame time.<br />
It is also possible that both armies attack each other, in which case two combat cycles with all 4 phases would happen simultaneously (as explained in the sections below), thus speeding up the resolution of the exchange.<br />
</div><br />
<h3>Entering combat</h3><br />
<div>Combat can be initiated differently and also play out differently depending on which '''[[UNITS|unit]]''' types are participating in the battle.</div><br />
<h4>Melee combat</h4><br />
<div><br />
Melee combat (close combat) is triggered when enemy 2 armies are within close combat range of each other on the map.<br />
<br />
*The close combat range is 5 (game distance units).<br />
<br />
Melee combat is also triggered when 2 neutral armies (at peace) meet eachother on the territory belonging to one of the armies.<br />
<br />
<br />
Melee combat is not triggered when:<br />
<br />
*Allied armies meet.<br />
**Allied means '''[[DIPLOMATIC RELATIONS|diplomacy relations]]''' of Right of Way, Shared Map or Shared Intelligence.<br />
*Neutral armies (at peace) meet on sea or on 3rd party territory. Ranged armies need their Fire Control settings ('''[[HIGH COMMAND|Premium Account]]''' feature) to be set to Fire at Will, Return Fire or Hold Fire to not trigger combat.<br />
*One of the armies is invisible to the other army and has its fire control settings set to Return Fire or Hold Fire.<br />
<br />
When armies enter melee combat they are locked in combat until one side is defeated.<br />
</div><br />
<h4>Ranged combat</h4><br />
<div><br />
Ranged combat can be triggered when a target is located within the attack range circle of a ranged army. By issuing an attack command on the target, the ranged army moves towards the target and attacks as soon as the target gets into the range circle. Idling ranged armies also initiate combat automatically if an enemy army enters their attack range circle. Due to latency such ranged combat might also be triggered with a small delay.<br />
<br />
<br />
Armies in ranged combat are not locked in battle and are free to abort the combat by moving away.<br />
<br />
<br />
The start of ranged combat also depends on the fire control setting ('''[[HIGH COMMAND|Premium Account]]''' feature) of the ranged army:<br />
<br />
#''Aggressive:'' Ranged attack is initiated if the other army is a neutral unit ('''[[DIPLOMATIC RELATIONS|diplomatic relation]]''' of peace) or an enemy. The ranged army even pauses its movement orders to attack, before continuing to its destination.<br />
#''Offensive:'' Ranged attack is initiated if the other army is an enemy. The ranged army even pauses its movement orders to attack, before continuing to its destination.<br />
#''Fire at Will:'' Ranged attack is initiated if the other army is an enemy and the ranged army is not moving itself.<br />
#''Return Fire:'' Ranged attack is only initiated if the other army attacks first and the ranged army is not moving itself.<br />
#''Hold Fire:'' Ranged attack is not initiated even when being attacked.<br />
<br />
</div><br />
<h4>Air combat</h4><br />
<div><br />
Air combat via direct attack '''[[ARMY CONTROLS|commands]]''' results in melee combat, with the difference that both sides are not locked in combat and that the airplane returns to its airport for refueling after one combat cycle.<br />
<br />
*Airplanes return for refueling after every direct attack.<br />
*During its return flight the airplane cannot deviate from its course. It can still accept commands, but will only fulfill those once refueling is completed.<br />
*If the origin airbase of the aircraft is destroyed or captured, it will check if another friendly airbase is in range. If so, the plane will return to that one to refuel. If not, it will return to its origin, while also taking 25% crash landing damage.<br />
<br />
Another form of air combat can be triggered via the patrol command: In this mode the airplane automatically attacks all enemy units within its patrol radius, but units are not locked in combat in this mode. This means the patrol destination of a patroling airplane can also be re-positioned anytime.<br />
<br />
*During patrols aircraft deal damage every 15min instead of the standard 30min. The damage values of both sides are reduced accordingly by 50%.<br />
*If 2 enemy aircrafts patrol in the same area with overlapping patrol circles, they attack each other as well, while also returning defence damage to the other plane. In such a case the applied damage depends on the size of the area that is overlapping, with full damage only being applied if more than half of the circle areas overlap.<br />
<br />
</div><br />
<h4>Attacking vs. Defending</h4><br />
<div><br />
Combat values of units change depending on the combat stance of their army: ''Attacking'' or ''Defending''. The values for both stances are listed in the unit details panel as well as in the army info panel, opened via the info button in '''[[ARMY CONTROLS|army interface]]''' after selecting an army.<br />
<br />
<br /><br />
<br />
*Armies which are moving into another enemy army or which receive an attack '''[[ARMY CONTROLS|command]]''' onto another army are attacking during combat, using their attacking damage values only. This is indicated by the words 'attacking' in the army interface.<br />
**An attacking army displays an attack indicator on the map which shows the time until the next round of attack.<br />
**Special case: Armies which currently perform certain actions only defend and do not attack, even if they have an attack command or move command.<br />
***These actions are: Disembarking, Embarking, Waiting, Converting, Mobilizing, Upgrading, Refueling.<br />
*Idling Armies which are attacked are always defending and not attacking themselves. This is indicated by the words 'defending vs.' in the army interface, as well as an defence icon dispayed on the map. Defending armies deal out damage automatically each time they are attacked, using their defensive damage values only. Thus applying defence damage is not limited to the 30min combat intervals.<br />
**An army can only attack one other army but can defend against an unlimited number of attacking armies.<br />
**Attacking damage and defensive damage for land or sea based fights is exchanged at the same time.<br />
*If both armies attack each other, both armies are simultaneously attacking and defending, resulting in two combat cycles going on simultaneously.<br />
**Defending armies however can start attacking as well, if they receive a move or attack command during combat. At that point both sides become attackers and defenders. This cannot be reverted.<br />
*Armies with ranged '''[[UNITS|units]]''' are always attacking when bombarding another army. This is indicated by the words “bombarding” in the army interface. The bombarded army is not defending, which is indicated by the words “bombarded by” in the army interface. If 2 ranged armies attack each other, both are attacking but not defending, only using their attacking damage values.<br />
*Airplanes are always attacking when fighting via direct attack command or patrol command. The attacked army is always only defending. <br />
**Land or sea armies attacked by airplanes always deal out their defensive damage first before the attacking damage of the airplane is dealt out, giving defenders a small advantage. In air to air combat, attacking and defensive damage is applied at the same time.<br />
*Attacks always target all enemy armies in a radius of 5 around the main target, the attack damage gets split among these targeted armies. Thus all enemy armies in this radius become defenders. The defense damage of all defenders in the area is summed up before stack limits are applied, to prevent advantages from splitting troops.<br />
<br />
</div><br />
<h4>Combat Intervals</h4><br />
<div><br />
'''Melee & ranged attacks:''' <br />
<br />
Once every 30 minutes the attacking army attacks the defending army. Attacking damage is applied to the defender and defending damage is applied to the attacker simultaneously.<br />
<br />
*In '''[[GAME MODES|speed scenarios]]''' the cooldown is shorter.<br />
*If both armies attack each other, then there are 2 combat cycles happening at the same time, meaning that combat will be over twice as fast.<br />
*When the target army is destroyed in one hit, then the attack cooldown is reduced to 1 minute for the attacking army, meaning it can attack and deal damage to another army 1 minute later.<br />
<br />
'''Direct air attacks:''' <br />
<br />
The time between aircraft attacks varies based on the map distance between target and airfield as well as the airplane speed.<br />
<br />
'''Air patrol:'''<br />
<br />
Every 15 minutes the patrolling aircraft deals 50% of its attack damage to all enemy '''[[UNITS|units]]''' within its patrol radius, and receives 50% of their defence damage in return.<br />
<br />
*In speed maps the cooldown is shorter.<br />
</div><br />
<h3>Combat calculation</h3><br />
<div>The combat calculation always follows these steps:<br />
<br />
#Sum up the damage potential of the army against each armor class.<br />
#Increase or reduce damage value with a random factor between -20% and +20%.<br />
#Lower the damage potential based on the army's damage efficiency.<br />
#Deal out damage value to enemy army (the order depends on the combat type).<br />
#Reduce the received damage value based on the enemy army's protection value.<br />
#Distribute reduced damage value to '''[[UNITS|units]]''' in enemy army based on army composition.<br />
#Reduce hitpoints of units or destroy units based on amount of distributed damage.<br />
</div><br />
<h4>Damage potential</h4><br />
<div>[[File:Armyinfo popup1.png|thumb|543x543px]]For the attacking army its ''attack'' ''damage potential'' against all armor classes is calculated.<br />
<br />
For the defending army its ''defence damage potential'' against all armor classes is calculated. <br />
<br />
The damage potential is an indicator how much damage the army could deal against each armor class in an ideal scenario. The final damage however depends on the enemy army composition and damage reduction modifiers (see sections below).<br />
<br />
The damage potential is calculated by multiplying the base damage values of the '''[[UNITS|unit type]]''' with the unit amount, the terrain modifiers, the home defence bonus and the damage efficiency (see section below). <br />
<br />
*The '''[[TERRAIN|Terrain]]''' bonus influences the damage potential of a unit type. Each unit type has different terrain bonuses, which can be seen in the unit details panel (click on unit icon in army interface).<br />
*The Home Defence bonus influences the damage potential as well. It grants a 15% bonus in damage potential to armies which are located in a core province of their own nation, in addition to a 15% bonus in damage reduction.<br />
<br />
The damage potential against each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. The damage potential values displayed in this list are already reduced by the damage efficiency.<br />
<br />
<br />
In combat, the damage potential is also increased or decreased by a random value between -20% and +20%, in order to simulate altering circumstances on the battle field. This random factor is rolled again with each combat round.<br />
</div><br />
<h4>Damage efficiency</h4><br />
<div>[[File:Armyinfo popup2.png|thumb|543x543px]]The damage potential of an army is influenced by its damage efficiency. Without any reduction the damage efficiency is 100%, but it can be affected by several factors:<br />
<br />
*Lost hitpoints: <br />
**The damage efficiency is based on the current percentage of the '''[[UNITS|unit’s]]''' hitpoints (health). At maximum hitpoints the damage efficiency is not lowered, while near 0% health the damage efficiency is lowered to 20%. Between the minimum and maximum health value a linear curve is used to determine the efficiency.<br />
*Army size efficiency: <br />
**When more than 10 units are part of an army, the damage efficiency of the army is reduced, because not all units are participating in the fight.<br />
**Only the 10 strongest attack and defence damage values against each armor class are used in combat. The unused damage values determine the loss in efficiency.<br />
***As an example: If an army consists of 10 Anti Air units and 5 Infantry, then the damage values of 10 Anti Air are used when fighting against air targets, while the damage values of 5 Infantry and 5 Anti Air will be used when fighting against unarmored targets<br />
**When an army of more than 10 units needs to be assembled, the efficiency loss can be reduced by mixing units together which are most effective against different armor classes.<br />
<br />
<br />
The damage efficiency for each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. This value is multiplied with the base damage value against each armor class and results in the damage potential values to the left. <br />
</div><br />
<h4>Damage exchange order</h4><br />
<div class="list"><br />
The order in which damage is exchanged and afterwards distributed and applied depends on the combat type:<br />
<div><br />
[[File:Melee combat.png|thumb|400x400px]]<br />
<br />
*For melee land & sea battles:<br />
**The attack damage is applied at the same time as the defence damage.<br />
***This means that damage efficiency reduction due to lost hitpoints happens after the damage of that combat round was applied, so no side is at an disadvantage. It can even happen that both armies are destroyed at the same time in the last combat round.<br />
**If both armies attack each other and thus trigger 2 parallel combat cycles, one combat cycle can start a fraction of a second earlier than the second combat cycle. <br />
***This means that one of the armies may apply its attack damage milliseconds before the other army’s attack damage due to latency, but defence damage is still applied at the same time as attack damage.<br />
***Usually the army which received an active command triggers its combat cycle first.<br />
<br />
</div><br />
<div>[[File:Rangedcombat.png|thumb|400x400px]]<br />
<br />
*For ranged land & sea battles one of the ranged armies can be attacking a fraction of a second earlier than the other ranged army reacts due to latency, dealing its attack damage first and thus reducing the damage efficiency of the enemy before they counter attack.<br />
**Usually the army which received an active command triggers its combat cycle slightly earlier.<br />
<br />
</div><br />
<div>[[File:Aircombat.png|thumb|400x400px]]<br />
<br />
*For attacks or patrols by aircrafts against land or sea units, the defence damage of the defender is applied to the attacker before the attack damage of the attacker is applied to the defender. This means that the damage efficiency of the aircraft can get reduced already before it is able to deal out its attack damage to the defender.<br />
<br />
</div><br />
</div><br />
<h4>Damage reduction</h4><br />
<div>[[File:Armyinfo popup protection.png|thumb|400x400px]]<br />
<br />
The calculated damage is reduced before being applied to the receiving army, if one of the following criteria is met:<br />
<br />
*The target army is standing in a province center where friendly fortifications or bunkers exist.<br />
**The amount of damage reduction depends on the building level and increases per level.<br />
*The target army is fighting in its own core provinces, which triggers the Home Defence bonus.<br />
**The Home Defence bonus grants the army a 15% bonus in damage reduction, in addition to a 15% bonus in damage potential.<br />
<br />
The percentage value of the protection is multiplied with the incoming damage values to determine the amount which is subtracted from the incoming damage. <br />
<br />
More information on the current damage reduction can be seen in the protection tab in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. <br />
</div><br />
<h4>Damage distribution</h4><br />
<div>[[File:Armyinfo popup3.png|thumb|543x543px]]The final damage values for each armor class are distributed and applied to the target army based on the target army’s composition.<br />
<br />
*The army composition is determined by the amount of '''[[ARMY CONTROLS|units]]''' per armor class.<br />
*If for example the target army consists of 4 Heavy Tanks (heavy armor), 2 Infantry (unarmored) and 4 Militia (unarmored), the damage distribution for this army is 40% heavy armor and 60% unarmored.<br />
<br />
The incoming damage values for each armor class are multiplied by the target’s damage distribution percentages for each armor class to determine how much damage each armor class in the target army receives. <br />
<br />
*If for example the incoming damage is 100 against heavy armor and 200 against unarmored, the 4 heavy armored units of the example army mentioned above receive 40 damage (100 * 40%), while the 6 unarmored units receive 120 damage (200 * 60%).<br />
<br />
Within each armor class, the damage each unit type receives is based on the share of unit types within that class. <br />
<br />
*In the example army mentioned above the 2 Infantry receive 40 damage (33% of the 120 unarmored damage) and the 4 Militias also receive 80 damage (67% of the 120 unarmored damage).<br />
<br />
The damage distribution for each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. Reminder: The damage distribution column in this table only refers to the distribution of incoming damage, not the distribution of outgoing damage. Therefore this column has to be checked for the enemy army, while the first 2 column have to be checked for the own army to estimate the damage dealt in combat. <br />
<br />
For attacking damage, all enemy armies in a radius of 5 around the main target share the damage (splash damage). The damage is split among the attacked armies depending on their amount of units, using the same distribution calculation presented in the examples above. <br />
<br />
For defense damage, all attacked armies contribute to the same defense damage value that is dealt back to the attacking army (without splash damage). The defense damage of these armies is summed up before stack limits are applied to prevent advantages from splitting troops. <br />
<br />
</div><br />
<h4>Reducing hitpoint and destroying units</h4><br />
<div><br />
The last phase of a combat round is the distribution of the damage to the various '''[[UNITS|unit types]]''' within the army (see damage distribution above). The incoming damage is then spread evenly among units of the same type.<br />
<br />
<br />
When damage is applied, there is a check if units of that unit type are destroyed. Units can be destroyed once the hitpoints for the whole unit type drop below 50%.<br />
<br />
<br /><br />
<br />
*Below 50% hitpoints a unit being destroyed depends on the amount of incoming damage compared to the remaining hitpoints of each unit within the unit type. If the incoming damage exceeds the remaining hitpoints of one or more units, one or more units are destroyed.<br />
*Example:<br />
**5 Light Tanks are part of an army and have a maximum of 20 hitpoints each, for a combined hitpoint total of 100.<br />
**During battle the Light Tank unit type drops to 50% health, meaning 50 hitpoints in total and 10 hitpoints per unit remain.<br />
**The army is attacked again with an attack damage of 9. 9 damage is not enough to kill one of the Light Tanks, who each still have 10 hitpoints remaining, therefore no unit dies. The hitpoint total drops to 41, each of the 5 Light Tanks now has 8.2 health left.<br />
**The army is attacked again with an attack damage of 9. This damage now exceeds the remaining hitpoints of one Light Tank. Therefore one Light Tank is destroyed. The total hitpoint amount now drops to 32, with each of the 4 remaining Light Tanks having 8 hitpoints left. This goes on until all Light Tanks are destroyed.<br />
***The next attack with 9 damage therefore would again result in 1 Light Tank being destroyed.<br />
***If the incoming damage would be twice as high, two Light Tanks would have been destroyed in that combat round, since 18 damage exceeded the remaining health of 2 Light Tanks.<br />
<br />
</div><br />
<h4>Building and morale damage</h4><br />
<div><br />
Province [[MORALE & UPRISINGS|'''morale''']] and province '''[[BUILDINGS|buildings]]''' can also take damage when the '''[[PROVINCES|province]]''' is directly attacked or when an army is attacked in direct vicinity of the province center. The damage dealt to the province's morale and buildings is calculated separately of the unit combat, thus one cannot affect the other.<br />
<br />
<br />
The damage dealt to the province's morale or to the province’s buildings is determined by the attacking army's morale damage value or building damage value respectively. Similar to unit combat there is a +-20% random factor induced into the calculation. Only full morale percentage points and only full building hitpoints can be removed. If the attacking army deals less than 1 point of damage, a random roll determines if 1 point of damage is applied or not.<br />
<br />
<br />
If more than one building was constructed in the province, a random roll determines which building gets hit by the damage. If the incoming damage destroys this building, the leftover damage is applied to another random building. Fortifications and Bunkers have a higher chance to be hit than other buildings in the same province. <br />
</div></div>Userhttps://wiki.callofwar.com/index.php?title=COMBAT&diff=880COMBAT2023-04-13T16:44:28Z<p>User: </p>
<hr />
<div><h3>Combat</h3><br />
<div>Combat is the core of ''Call of War''<nowiki/>'s gameplay and usually happens when two hostile armies meat eachother on the map, or when an army enters a foreign '''[[PROVINCES|province]]'''. Conquering provinces and fighting other armies is essential to winning the game and is encouraged. Below we will explain some of combat's basic concepts and also provide more advanced knowledge how combat results are calculated.<br />
</div><br />
<h3>Conquering provinces</h3><br />
<div><br />
When an army enters the center point of a foreign '''[[PROVINCES|province]]''' on the map (called the ''province center''), the province is conquered and changes ownership immediately. Province centers can be guarded by stationed armies, which automatically protect the province from being conquered. When an army enters a guarded province center of a foreign nation, combat occurs. Only after the attacker wins the battle and destroys the defender, the province is conquered and changes ownership.<br />
<br />
In the process of conquering a province the '''[[BUILDINGS|buildings]]''' in the province take damage and also the province morale is lowered severely to 25%.<br />
<br />
<br />
Allied nations can move through eachother's provinces without the provinces being conquered. A '''[[DIPLOMATIC RELATIONS|diplomatic relation]]''' of Right of Way, Shared Map or Shared Intelligence is required for that.<br />
<br />
<br />
If armies of multiple nations attack the same province, then the army which deals the final blow on the defending army will conquer the province. If the province is empty, then the nation which arrives first at the province conquers it.<br />
</div><br />
<h3>Combat Phases</h3><br />
<div><br />
Combat is triggered when one army attacks another army. During combat damage is exchanged every 30 minutes, and combat cycles through the following phases:<br />
<br />
#Calculation: The damage potential for each army is calculated based on its damage efficiency.<br />
#Reduction: The damage potential is reduced by defence modifiers of the receiving army.<br />
#Distribution: The reduced damage is distributed within the other army based on its army composition.<br />
#Steps 1 to 3 are repeated after a cooldown of 30min, until one army is defeated or combat is ended otherwise.<br />
<br />
<br /><br />
In '''[[GAME MODES|speed game]]''' rounds the combat cooldown can be faster, as this value refers to ingame time.<br />
It is also possible that both armies attack each other, in which case two combat cycles with all 4 phases would happen simultaneously (as explained in the sections below), thus speeding up the resolution of the exchange.<br />
</div><br />
<h3>Entering combat</h3><br />
<div>Combat can be initiated differently and also play out differently depending on which '''[[UNITS|unit]]''' types are participating in the battle.</div><br />
<h4>Melee combat</h4><br />
<div><br />
Melee combat (close combat) is triggered when enemy 2 armies are within close combat range of each other on the map.<br />
<br />
*The close combat range is 5 (game distance units).<br />
<br />
Melee combat is also triggered when 2 neutral armies (at peace) meet eachother on the territory belonging to one of the armies.<br />
<br />
<br />
Melee combat is not triggered when:<br />
<br />
*Allied armies meet.<br />
**Allied means '''[[DIPLOMATIC RELATIONS|diplomacy relations]]''' of Right of Way, Shared Map or Shared Intelligence.<br />
*Neutral armies (at peace) meet on sea or on 3rd party territory. Ranged armies need their Fire Control settings ('''[[HIGH COMMAND|Premium Account]]''' feature) to be set to Fire at Will, Return Fire or Hold Fire to not trigger combat.<br />
*One of the armies is invisible to the other army and has its fire control settings set to Return Fire or Hold Fire.<br />
<br />
When armies enter melee combat they are locked in combat until one side is defeated.<br />
</div><br />
<h4>Ranged combat</h4><br />
<div><br />
Ranged combat can be triggered when a target is located within the attack range circle of a ranged army. By issuing an attack command on the target, the ranged army moves towards the target and attacks as soon as the target gets into the range circle. Idling ranged armies also initiate combat automatically if an enemy army enters their attack range circle. Due to latency such ranged combat might also be triggered with a small delay.<br />
<br />
<br />
Armies in ranged combat are not locked in battle and are free to abort the combat by moving away.<br />
<br />
<br />
The start of ranged combat also depends on the fire control setting ('''[[HIGH COMMAND|Premium Account]]''' feature) of the ranged army:<br />
<br />
#''Aggressive:'' Ranged attack is initiated if the other army is a neutral unit ('''[[DIPLOMATIC RELATIONS|diplomatic relation]]''' of peace) or an enemy. The ranged army even pauses its movement orders to attack, before continuing to its destination.<br />
#''Offensive:'' Ranged attack is initiated if the other army is an enemy. The ranged army even pauses its movement orders to attack, before continuing to its destination.<br />
#''Fire at Will:'' Ranged attack is initiated if the other army is an enemy and the ranged army is not moving itself.<br />
#''Return Fire:'' Ranged attack is only initiated if the other army attacks first and the ranged army is not moving itself.<br />
#''Hold Fire:'' Ranged attack is not initiated even when being attacked.<br />
<br />
</div><br />
<h4>Air combat</h4><br />
<div><br />
Air combat via direct attack '''[[ARMY CONTROLS|commands]]''' results in melee combat, with the difference that both sides are not locked in combat and that the airplane returns to its airport for refueling after one combat cycle.<br />
<br />
*Airplanes return for refueling after every direct attack.<br />
*During its return flight the airplane cannot deviate from its course. It can still accept commands, but will only fulfill those once refueling is completed.<br />
*If the origin airbase of the aircraft is destroyed or captured, it will check if another friendly airbase is in range. If so, the plane will return to that one to refuel. If not, it will return to its origin, while also taking 25% crash landing damage.<br />
<br />
Another form of air combat can be triggered via the patrol command: In this mode the airplane automatically attacks all enemy units within its patrol radius, but units are not locked in combat in this mode. This means the patrol destination of a patroling airplane can also be re-positioned anytime.<br />
<br />
*During patrols aircraft deal damage every 15min instead of the standard 30min. The damage values of both sides are reduced accordingly by 50%.<br />
*If 2 enemy aircrafts patrol in the same area with overlapping patrol circles, they attack each other as well, while also returning defence damage to the other plane. In such a case the applied damage depends on the size of the area that is overlapping, with full damage only being applied if more than half of the circle areas overlap.<br />
<br />
</div><br />
<h4>Attacking vs. Defending</h4><br />
<div><br />
Combat values of units change depending on the combat stance of their army: ''Attacking'' or ''Defending''. The values for both stances are listed in the unit details panel as well as in the army info panel, opened via the info button in '''[[ARMY CONTROLS|army interface]]''' after selecting an army.<br />
<br />
<br /><br />
<br />
*Armies which are moving into another enemy army or which receive an attack '''[[ARMY CONTROLS|command]]''' onto another army are attacking during combat, using their attacking damage values only. This is indicated by the words 'attacking' in the army interface.<br />
**An attacking army displays an attack indicator on the map which shows the time until the next round of attack.<br />
**Special case: Armies which currently perform certain actions only defend and do not attack, even if they have an attack command or move command.<br />
***These actions are: Disembarking, Embarking, Waiting, Converting, Mobilizing, Upgrading, Refueling.<br />
*Idling Armies which are attacked are always defending and not attacking themselves. This is indicated by the words 'defending vs.' in the army interface, as well as an defence icon dispayed on the map. Defending armies deal out damage automatically each time they are attacked, using their defensive damage values only. Thus applying defence damage is not limited to the 30min combat intervals.<br />
**An army can only attack one other army but can defend against an unlimited number of attacking armies.<br />
**Attacking damage and defensive damage for land or sea based fights is exchanged at the same time.<br />
*If both armies attack each other, both armies are simultaneously attacking and defending, resulting in two combat cycles going on simultaneously.<br />
**Defending armies however can start attacking as well, if they receive a move or attack command during combat. At that point both sides become attackers and defenders. This cannot be reverted.<br />
*Armies with ranged '''[[UNITS|units]]''' are always attacking when bombarding another army. This is indicated by the words “bombarding” in the army interface. The bombarded army is not defending, which is indicated by the words “bombarded by” in the army interface. If 2 ranged armies attack each other, both are attacking but not defending, only using their attacking damage values.<br />
*Airplanes are always attacking when fighting via direct attack command or patrol command. The attacked army is always only defending. <br />
**Land or sea armies attacked by airplanes always deal out their defensive damage first before the attacking damage of the airplane is dealt out, giving defenders a small advantage. In air to air combat, attacking and defensive damage is applied at the same time.<br />
*Attacks always target all enemy armies in a radius of 5 around the main target, the attack damage gets split among these targeted armies. Thus all enemy armies in this radius become defenders. The defense damage of all defenders in the area is summed up before stack limits are applied, to prevent advantages from splitting troops.<br />
<br />
</div><br />
<h4>Combat Intervals</h4><br />
<div><br />
'''Melee & ranged attacks:''' <br />
<br />
Once every 30 minutes the attacking army attacks the defending army. Attacking damage is applied to the defender and defending damage is applied to the attacker simultaneously.<br />
<br />
*In '''[[GAME MODES|speed scenarios]]''' the cooldown is shorter.<br />
*If both armies attack each other, then there are 2 combat cycles happening at the same time, meaning that combat will be over twice as fast.<br />
*When the target army is destroyed in one hit, then the attack cooldown is reduced to 1 minute for the attacking army, meaning it can attack and deal damage to another army 1 minute later.<br />
<br />
'''Direct air attacks:''' <br />
<br />
The time between aircraft attacks varies based on the map distance between target and airfield as well as the airplane speed.<br />
<br />
'''Air patrol:'''<br />
<br />
Every 15 minutes the patrolling aircraft deals 50% of its attack damage to all enemy '''[[UNITS|units]]''' within its patrol radius, and receives 50% of their defence damage in return.<br />
<br />
*In speed maps the cooldown is shorter.<br />
</div><br />
<h3>Combat calculation</h3><br />
<div>The combat calculation always follows these steps:<br />
<br />
#Sum up the damage potential of the army against each armor class.<br />
#Increase or reduce damage value with a random factor between -20% and +20%.<br />
#Lower the damage potential based on the army's damage efficiency.<br />
#Deal out damage value to enemy army (the order depends on the combat type).<br />
#Reduce the received damage value based on the enemy army's protection value.<br />
#Distribute reduced damage value to '''[[UNITS|units]]''' in enemy army based on army composition.<br />
#Reduce hitpoints of units or destroy units based on amount of distributed damage.<br />
</div><br />
<h4>Damage potential</h4><br />
<div>[[File:Armyinfo popup1.png|thumb|543x543px]]For the attacking army its ''attack'' ''damage potential'' against all armor classes is calculated.<br />
<br />
For the defending army its ''defence damage potential'' against all armor classes is calculated. <br />
<br />
The damage potential is an indicator how much damage the army could deal against each armor class in an ideal scenario. The final damage however depends on the enemy army composition and damage reduction modifiers (see sections below).<br />
<br />
The damage potential is calculated by multiplying the base damage values of the '''[[UNITS|unit type]]''' with the unit amount, the terrain modifiers, the home defence bonus and the damage efficiency (see section below). <br />
<br />
*The '''[[TERRAIN|Terrain]]''' bonus influences the damage potential of a unit type. Each unit type has different terrain bonuses, which can be seen in the unit details panel (click on unit icon in army interface).<br />
*The Home Defence bonus influences the damage potential as well. It grants a 15% bonus in damage potential to armies which are located in a core province of their own nation, in addition to a 15% bonus in damage reduction.<br />
<br />
The damage potential against each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. The damage potential values displayed in this list are already reduced by the damage efficiency.<br />
<br />
<br />
In combat, the damage potential is also increased or decreased by a random value between -20% and +20%, in order to simulate altering circumstances on the battle field. This random factor is rolled again with each combat round.<br />
</div><br />
<h4>Damage efficiency</h4><br />
<div>[[File:Armyinfo popup2.png|thumb|543x543px]]The damage potential of an army is influenced by its damage efficiency. Without any reduction the damage efficiency is 100%, but it can be affected by several factors:<br />
<br />
*Lost hitpoints: <br />
**The damage efficiency is based on the current percentage of the '''[[UNITS|unit’s]]''' hitpoints (health). At maximum hitpoints the damage efficiency is not lowered, while near 0% health the damage efficiency is lowered to 20%. Between the minimum and maximum health value a linear curve is used to determine the efficiency.<br />
*Army size efficiency: <br />
**When more than 10 units are part of an army, the damage efficiency of the army is reduced, because not all units are participating in the fight.<br />
**Only the 10 strongest attack and defence damage values against each armor class are used in combat. The unused damage values determine the loss in efficiency.<br />
***As an example: If an army consists of 10 Anti Air units and 5 Infantry, then the damage values of 10 Anti Air are used when fighting against air targets, while the damage values of 5 Infantry and 5 Anti Air will be used when fighting against unarmored targets<br />
**When an army of more than 10 units needs to be assembled, the efficiency loss can be reduced by mixing units together which are most effective against different armor classes.<br />
<br />
<br />
The damage efficiency for each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. This value is multiplied with the base damage value against each armor class and results in the damage potential values to the left. <br />
</div><br />
<h4>Damage exchange order</h4><br />
<div class="list"><br />
The order in which damage is exchanged and afterwards distributed and applied depends on the combat type:<br />
<div><br />
[[File:Melee combat.png|thumb|400x400px]]<br />
<br />
*For melee land & sea battles:<br />
**The attack damage is applied at the same time as the defence damage.<br />
***This means that damage efficiency reduction due to lost hitpoints happens after the damage of that combat round was applied, so no side is at an disadvantage. It can even happen that both armies are destroyed at the same time in the last combat round.<br />
**If both armies attack each other and thus trigger 2 parallel combat cycles, one combat cycle can start a fraction of a second earlier than the second combat cycle. <br />
***This means that one of the armies may apply its attack damage milliseconds before the other army’s attack damage due to latency, but defence damage is still applied at the same time as attack damage.<br />
***Usually the army which received an active command triggers its combat cycle first.<br />
<br />
</div><br />
<div>[[File:Rangedcombat.png|thumb|400x400px]]<br />
<br />
*For ranged land & sea battles one of the ranged armies can be attacking a fraction of a second earlier than the other ranged army reacts due to latency, dealing its attack damage first and thus reducing the damage efficiency of the enemy before they counter attack.<br />
**Usually the army which received an active command triggers its combat cycle slightly earlier.<br />
<br />
</div><br />
<div>[[File:Aircombat.png|thumb|400x400px]]<br />
<br />
*For attacks or patrols by aircrafts against land or sea units, the defence damage of the defender is applied to the attacker before the attack damage of the attacker is applied to the defender. This means that the damage efficiency of the aircraft can get reduced already before it is able to deal out its attack damage to the defender.<br />
<br />
</div><br />
</div><br />
<h4>Damage reduction</h4><br />
<div>[[File:Armyinfo popup protection.png|thumb|400x400px]]<br />
<br />
The calculated damage is reduced before being applied to the receiving army, if one of the following criteria is met:<br />
<br />
*The target army is standing in a province center where friendly fortifications or bunkers exist.<br />
**The amount of damage reduction depends on the building level and increases per level.<br />
*The target army is fighting in its own core provinces, which triggers the Home Defence bonus.<br />
**The Home Defence bonus grants the army a 15% bonus in damage reduction, in addition to a 15% bonus in damage potential.<br />
<br />
The percentage value of the protection is multiplied with the incoming damage values to determine the amount which is subtracted from the incoming damage. <br />
<br />
More information on the current damage reduction can be seen in the protection tab in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. <br />
</div><br />
<h4>Damage distribution</h4><br />
<div>[[File:Armyinfo popup3.png|thumb|543x543px]]The final damage values for each armor class are distributed and applied to the target army based on the target army’s composition.<br />
<br />
*The army composition is determined by the amount of '''[[ARMY CONTROLS|units]]''' per armor class.<br />
*If for example the target army consists of 4 Heavy Tanks (heavy armor), 2 Infantry (unarmored) and 4 Militia (unarmored), the damage distribution for this army is 40% heavy armor and 60% unarmored.<br />
<br />
The incoming damage values for each armor class are multiplied by the target’s damage distribution percentages for each armor class to determine how much damage each armor class in the target army receives. <br />
<br />
*If for example the incoming damage is 100 against heavy armor and 200 against unarmored, the 4 heavy armored units of the example army mentioned above receive 40 damage (100 * 40%), while the 6 unarmored units receive 120 damage (200 * 60%).<br />
<br />
Within each armor class, the damage each unit type receives is based on the share of unit types within that class. <br />
<br />
*In the example army mentioned above the 2 Infantry receive 40 damage (33% of the 120 unarmored damage) and the 4 Militias also receive 80 damage (67% of the 120 unarmored damage).<br />
<br />
The damage distribution for each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. Reminder: The damage distribution column in this table only refers to the distribution of incoming damage, not the distribution of outgoing damage. Therefore this column has to be checked for the enemy army, while the first 2 column have to be checked for the own army to estimate the damage dealt in combat. <br />
<br />
For attacking damage, all enemy armies in a radius of 5 around the main target share the damage (splash damage). The damage is split among the attacked armies depending on their amount of units, using the same distribution calculation presented in the examples above. <br />
<br />
For defense damage, all attacked armies contribute to the same defense damage value that is dealt back to the attacking army (without splash damage). The defense damage of these armies is summed up before stack limits are applied to prevent advantages from splitting troops. <br />
<br />
</div><br />
<h4>Reducing hitpoint and destroying units</h4><br />
<div><br />
The last phase of a combat round is the distribution of the damage to the various '''[[UNITS|unit types]]''' within the army (see damage distribution above). The incoming damage is then spread evenly among units of the same type.<br />
<br />
<br />
When damage is applied, there is a check if units of that unit type are destroyed. Units can be destroyed once the hitpoints for the whole unit type drop below 50%.<br />
<br />
<br /><br />
<br />
*Below 50% hitpoints a unit being destroyed depends on the amount of incoming damage compared to the remaining hitpoints of each unit within the unit type. If the incoming damage exceeds the remaining hitpoints of one or more units, one or more units are destroyed.<br />
*Example:<br />
**5 Light Tanks are part of an army and have a maximum of 20 hitpoints each, for a combined hitpoint total of 100.<br />
**During battle the Light Tank unit type drops to 50% health, meaning 50 hitpoints in total and 10 hitpoints per unit remain.<br />
**The army is attacked again with an attack damage of 9. 9 damage is not enough to kill one of the Light Tanks, who each still have 10 hitpoints remaining, therefore no unit dies. The hitpoint total drops to 41, each of the 5 Light Tanks now has 8.2 health left.<br />
**The army is attacked again with an attack damage of 9. This damage now exceeds the remaining hitpoints of one Light Tank. Therefore one Light Tank is destroyed. The total hitpoint amount now drops to 32, with each of the 4 remaining Light Tanks having 8 hitpoints left. This goes on until all Light Tanks are destroyed.<br />
***The next attack with 9 damage therefore would again result in 1 Light Tank being destroyed.<br />
***If the incoming damage would be twice as high, two Light Tanks would have been destroyed in that combat round, since 18 damage exceeded the remaining health of 2 Light Tanks.<br />
<br />
</div><br />
<h4>Building and morale damage</h4><br />
<div><br />
Province [[MORALE & UPRISINGS|'''morale''']] and province '''[[BUILDINGS|buildings]]''' can also take damage when the '''[[PROVINCES|province]]''' is directly attacked or when an army is attacked in direct vicinity of the province center. The damage dealt to the province's morale and buildings is calculated separately of the unit combat, thus one cannot affect the other.<br />
<br />
<br />
The damage dealt to the province's morale or to the province’s buildings is determined by the attacking army's morale damage value or building damage value respectively. Similar to unit combat there is a +-20% random factor induced into the calculation. Only full morale percentage points and only full building hitpoints can be removed. If the attacking army deals less than 1 point of damage, a random roll determines if 1 point of damage is applied or not.<br />
<br />
<br />
If more than one building was constructed in the province, a random roll determines if damage is spread out between multiple buildings or not. Sometimes only a single building may be hit with the full damage, other times the damage may be split evenly between multiple buildings. <br />
</div></div>Userhttps://wiki.callofwar.com/index.php?title=COMBAT&diff=879COMBAT2023-04-13T16:32:15Z<p>User: </p>
<hr />
<div><h3>Combat</h3><br />
<div>Combat is the core of ''Call of War''<nowiki/>'s gameplay and usually happens when two hostile armies meat eachother on the map, or when an army enters a foreign '''[[PROVINCES|province]]'''. Conquering provinces and fighting other armies is essential to winning the game and is encouraged. Below we will explain some of combat's basic concepts and also provide more advanced knowledge how combat results are calculated.<br />
</div><br />
<h3>Conquering provinces</h3><br />
<div><br />
When an army enters the center point of a foreign '''[[PROVINCES|province]]''' on the map (called the ''province center''), the province is conquered and changes ownership immediately. Province centers can be guarded by stationed armies, which automatically protect the province from being conquered. When an army enters a guarded province center of a foreign nation, combat occurs. Only after the attacker wins the battle and destroys the defender, the province is conquered and changes ownership.<br />
<br />
In the process of conquering a province the '''[[BUILDINGS|buildings]]''' in the province take damage and also the province morale is lowered severely to 25%.<br />
<br />
<br />
Allied nations can move through eachother's provinces without the provinces being conquered. A '''[[DIPLOMATIC RELATIONS|diplomatic relation]]''' of Right of Way, Shared Map or Shared Intelligence is required for that.<br />
<br />
<br />
If armies of multiple nations attack the same province, then the army which deals the final blow on the defending army will conquer the province. If the province is empty, then the nation which arrives first at the province conquers it.<br />
</div><br />
<h3>Combat Phases</h3><br />
<div><br />
Combat is triggered when one army attacks another army. During combat damage is exchanged every 30 minutes, and combat cycles through the following phases:<br />
<br />
#Calculation: The damage potential for each army is calculated based on its damage efficiency.<br />
#Reduction: The damage potential is reduced by defence modifiers of the receiving army.<br />
#Distribution: The reduced damage is distributed within the other army based on its army composition.<br />
#Steps 1 to 3 are repeated after a cooldown of 30min, until one army is defeated or combat is ended otherwise.<br />
<br />
<br /><br />
In '''[[GAME MODES|speed game]]''' rounds the combat cooldown can be faster, as this value refers to ingame time.<br />
It is also possible that both armies attack each other, in which case two combat cycles with all 4 phases would happen simultaneously (as explained in the sections below), thus speeding up the resolution of the exchange.<br />
</div><br />
<h3>Entering combat</h3><br />
<div>Combat can be initiated differently and also play out differently depending on which '''[[UNITS|unit]]''' types are participating in the battle.</div><br />
<h4>Melee combat</h4><br />
<div><br />
Melee combat (close combat) is triggered when enemy 2 armies are within close combat range of each other on the map.<br />
<br />
*The close combat range is 5 (game distance units).<br />
<br />
Melee combat is also triggered when 2 neutral armies (at peace) meet eachother on the territory belonging to one of the armies.<br />
<br />
<br />
Melee combat is not triggered when:<br />
<br />
*Allied armies meet.<br />
**Allied means '''[[DIPLOMATIC RELATIONS|diplomacy relations]]''' of Right of Way, Shared Map or Shared Intelligence.<br />
*Neutral armies (at peace) meet on sea or on 3rd party territory. Ranged armies need their Fire Control settings ('''[[HIGH COMMAND|Premium Account]]''' feature) to be set to Fire at Will, Return Fire or Hold Fire to not trigger combat.<br />
*One of the armies is invisible to the other army and has its fire control settings set to Return Fire or Hold Fire.<br />
<br />
When armies enter melee combat they are locked in combat until one side is defeated.<br />
</div><br />
<h4>Ranged combat</h4><br />
<div><br />
Ranged combat can be triggered when a target is located within the attack range circle of a ranged army. By issuing an attack command on the target, the ranged army moves towards the target and attacks as soon as the target gets into the range circle. Idling ranged armies also initiate combat automatically if an enemy army enters their attack range circle. Due to latency such ranged combat might also be triggered with a small delay.<br />
<br />
<br />
Armies in ranged combat are not locked in battle and are free to abort the combat by moving away.<br />
<br />
<br />
The start of ranged combat also depends on the fire control setting ('''[[HIGH COMMAND|Premium Account]]''' feature) of the ranged army:<br />
<br />
#''Aggressive:'' Ranged attack is initiated if the other army is a neutral unit ('''[[DIPLOMATIC RELATIONS|diplomatic relation]]''' of peace) or an enemy. The ranged army even pauses its movement orders to attack, before continuing to its destination.<br />
#''Offensive:'' Ranged attack is initiated if the other army is an enemy. The ranged army even pauses its movement orders to attack, before continuing to its destination.<br />
#''Fire at Will:'' Ranged attack is initiated if the other army is an enemy and the ranged army is not moving itself.<br />
#''Return Fire:'' Ranged attack is only initiated if the other army attacks first and the ranged army is not moving itself.<br />
#''Hold Fire:'' Ranged attack is not initiated even when being attacked.<br />
<br />
</div><br />
<h4>Air combat</h4><br />
<div><br />
Air combat via direct attack '''[[ARMY CONTROLS|commands]]''' results in melee combat, with the difference that both sides are not locked in combat and that the airplane returns to its airport for refueling after one combat cycle.<br />
<br />
*Airplanes return for refueling after every direct attack.<br />
*During its return flight the airplane cannot deviate from its course. It can still accept commands, but will only fulfill those once refueling is completed.<br />
*If the origin airbase of the aircraft is destroyed or captured, it will check if another friendly airbase is in range. If so, the plane will return to that one to refuel. If not, it will return to its origin, while also taking 25% crash landing damage.<br />
<br />
Another form of air combat can be triggered via the patrol command: In this mode the airplane automatically attacks all enemy units within its patrol radius, but units are not locked in combat in this mode. This means the patrol destination of a patroling airplane can also be re-positioned anytime.<br />
<br />
*During patrols aircraft deal damage every 15min instead of the standard 30min. The damage values of both sides are reduced accordingly by 50%.<br />
*If 2 enemy aircrafts patrol in the same area with overlapping patrol circles, they attack each other as well, while also returning defence damage to the other plane. In such a case the applied damage depends on the size of the area that is overlapping, with full damage only being applied if more than half of the circle areas overlap.<br />
<br />
</div><br />
<h4>Attacking vs. Defending</h4><br />
<div><br />
Combat values of units change depending on the combat stance of their army: ''Attacking'' or ''Defending''. The values for both stances are listed in the unit details panel as well as in the army info panel, opened via the info button in '''[[ARMY CONTROLS|army interface]]''' after selecting an army.<br />
<br />
<br /><br />
<br />
*Armies which are moving into another enemy army or which receive an attack '''[[ARMY CONTROLS|command]]''' onto another army are attacking during combat, using their attacking damage values only. This is indicated by the words 'attacking' in the army interface.<br />
**An attacking army displays an attack indicator on the map which shows the time until the next round of attack.<br />
**Special case: Armies which currently perform certain actions only defend and do not attack, even if they have an attack command or move command.<br />
***These actions are: Disembarking, Embarking, Waiting, Converting, Mobilizing, Upgrading, Refueling.<br />
*Idling Armies which are attacked are always defending and not attacking themselves. This is indicated by the words 'defending vs.' in the army interface, as well as an defence icon dispayed on the map. Defending armies deal out damage automatically each time they are attacked, using their defensive damage values only. Thus applying defence damage is not limited to the 30min combat intervals.<br />
**An army can only attack one other army but can defend against an unlimited number of attacking armies.<br />
**Attacking damage and defensive damage for land or sea based fights is exchanged at the same time.<br />
*If both armies attack each other, both armies are simultaneously attacking and defending, resulting in two combat cycles going on simultaneously.<br />
**Defending armies however can start attacking as well, if they receive a move or attack command during combat. At that point both sides become attackers and defenders. This cannot be reverted.<br />
*Armies with ranged '''[[UNITS|units]]''' are always attacking when bombarding another army. This is indicated by the words “bombarding” in the army interface. The bombarded army is not defending, which is indicated by the words “bombarded by” in the army interface. If 2 ranged armies attack each other, both are attacking but not defending, only using their attacking damage values.<br />
*Airplanes are always attacking when fighting via direct attack command or patrol command. The attacked army is always only defending. <br />
**Land or sea armies attacked by airplanes always deal out their defensive damage first before the attacking damage of the airplane is dealt out, giving defenders a small advantage. In air to air combat, attacking and defensive damage is applied at the same time.<br />
*Attacks always target all enemy armies in a radius of 5 around the main target, the attack damage gets split among these targeted armies. Thus all enemy armies in this radius become defenders. The defense damage of all defenders in the area is summed up before stack limits are applied, to prevent advantages from splitting troops.<br />
<br />
</div><br />
<h4>Combat Intervals</h4><br />
<div><br />
'''Melee & ranged attacks:''' <br />
<br />
Once every 30 minutes the attacking army attacks the defending army. Attacking damage is applied to the defender and defending damage is applied to the attacker simultaneously.<br />
<br />
*In '''[[GAME MODES|speed scenarios]]''' the cooldown is shorter.<br />
*If both armies attack each other, then there are 2 combat cycles happening at the same time, meaning that combat will be over twice as fast.<br />
*When the target army is destroyed in one hit, then the attack cooldown is reduced to 1 minute for the attacking army, meaning it can attack and deal damage to another army 1 minute later.<br />
<br />
'''Direct air attacks:''' <br />
<br />
The time between aircraft attacks varies based on the map distance between target and airfield as well as the airplane speed.<br />
<br />
'''Air patrol:'''<br />
<br />
Every 15 minutes the patrolling aircraft deals 50% of its attack damage to all enemy '''[[UNITS|units]]''' within its patrol radius, and receives 50% of their defence damage in return.<br />
<br />
*In speed maps the cooldown is shorter.<br />
</div><br />
<h3>Combat calculation</h3><br />
<div>The combat calculation always follows these steps:<br />
<br />
#Sum up the damage potential of the army against each armor class.<br />
#Increase or reduce damage value with a random factor between -20% and +20%.<br />
#Lower the damage potential based on the army's damage efficiency.<br />
#Deal out damage value to enemy army (the order depends on the combat type).<br />
#Reduce the received damage value based on the enemy army's protection value.<br />
#Distribute reduced damage value to '''[[UNITS|units]]''' in enemy army based on army composition.<br />
#Reduce hitpoints of units or destroy units based on amount of distributed damage.<br />
</div><br />
<h4>Damage potential</h4><br />
<div>[[File:Armyinfo popup1.png|thumb|543x543px]]For the attacking army its ''attack'' ''damage potential'' against all armor classes is calculated.<br />
<br />
For the defending army its ''defence damage potential'' against all armor classes is calculated. <br />
<br />
The damage potential is an indicator how much damage the army could deal against each armor class in an ideal scenario. The final damage however depends on the enemy army composition and damage reduction modifiers (see sections below).<br />
<br />
The damage potential is calculated by multiplying the base damage values of the '''[[UNITS|unit type]]''' with the unit amount, the terrain modifiers, the home defence bonus and the damage efficiency (see section below). <br />
<br />
*The '''[[TERRAIN|Terrain]]''' bonus influences the damage potential of a unit type. Each unit type has different terrain bonuses, which can be seen in the unit details panel (click on unit icon in army interface).<br />
*The Home Defence bonus influences the damage potential as well. It grants a 15% bonus in damage potential to armies which are located in a core province of their own nation, in addition to a 15% bonus in damage reduction.<br />
<br />
The damage potential against each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. The damage potential values displayed in this list are already reduced by the damage efficiency.<br />
<br />
<br />
In combat, the damage potential is also increased or decreased by a random value between -20% and +20%, in order to simulate altering circumstances on the battle field. This random factor is rolled again with each combat round.<br />
</div><br />
<h4>Damage efficiency</h4><br />
<div>[[File:Armyinfo popup2.png|thumb|543x543px]]The damage potential of an army is influenced by its damage efficiency. Without any reduction the damage efficiency is 100%, but it can be affected by several factors:<br />
<br />
*Lost hitpoints: <br />
**The damage efficiency is based on the current percentage of the '''[[UNITS|unit’s]]''' hitpoints (health). At maximum hitpoints the damage efficiency is not lowered, while near 0% health the damage efficiency is lowered to 20%. Between the minimum and maximum health value a linear curve is used to determine the efficiency.<br />
*Army size efficiency: <br />
**When more than 10 units are part of an army, the damage efficiency of the army is reduced, because not all units are participating in the fight.<br />
**Only the 10 strongest attack and defence damage values against each armor class are used in combat. The unused damage values determine the loss in efficiency.<br />
***As an example: If an army consists of 10 Anti Air units and 5 Infantry, then the damage values of 10 Anti Air are used when fighting against air targets, while the damage values of 5 Infantry and 5 Anti Air will be used when fighting against unarmored targets<br />
**When an army of more than 10 units needs to be assembled, the efficiency loss can be reduced by mixing units together which are most effective against different armor classes.<br />
<br />
<br />
The damage efficiency for each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. This value is multiplied with the base damage value against each armor class and results in the damage potential values to the left. <br />
</div><br />
<h4>Damage exchange order</h4><br />
<div class="list"><br />
The order in which damage is exchanged and afterwards distributed and applied depends on the combat type:<br />
<div><br />
[[File:Melee combat.png|thumb|400x400px]]<br />
<br />
*For melee land & sea battles:<br />
**The attack damage is applied at the same time as the defence damage.<br />
***This means that damage efficiency reduction due to lost hitpoints happens after the damage of that combat round was applied, so no side is at an disadvantage. It can even happen that both armies are destroyed at the same time in the last combat round.<br />
**If both armies attack each other and thus trigger 2 parallel combat cycles, one combat cycle can start a fraction of a second earlier than the second combat cycle. <br />
***This means that one of the armies may apply its attack damage milliseconds before the other army’s attack damage due to latency, but defence damage is still applied at the same time as attack damage.<br />
***Usually the army which received an active command triggers its combat cycle first.<br />
<br />
</div><br />
<div>[[File:Rangedcombat.png|thumb|400x400px]]<br />
<br />
*For ranged land & sea battles one of the ranged armies can be attacking a fraction of a second earlier than the other ranged army reacts due to latency, dealing its attack damage first and thus reducing the damage efficiency of the enemy before they counter attack.<br />
**Usually the army which received an active command triggers its combat cycle slightly earlier.<br />
<br />
</div><br />
<div>[[File:Aircombat.png|thumb|400x400px]]<br />
<br />
*For attacks or patrols by aircrafts against land or sea units, the defence damage of the defender is applied to the attacker before the attack damage of the attacker is applied to the defender. This means that the damage efficiency of the aircraft can get reduced already before it is able to deal out its attack damage to the defender.<br />
<br />
</div><br />
</div><br />
<h4>Damage reduction</h4><br />
<div>[[File:Armyinfo popup protection.png|thumb|400x400px]]<br />
<br />
The calculated damage is reduced before being applied to the receiving army, if one of the following criteria is met:<br />
<br />
*The target army is standing in a province center where friendly fortifications or bunkers exist.<br />
**The amount of damage reduction depends on the building level and increases per level.<br />
*The target army is fighting in its own core provinces, which triggers the Home Defence bonus.<br />
**The Home Defence bonus grants the army a 15% bonus in damage reduction, in addition to a 15% bonus in damage potential.<br />
<br />
The percentage value of the protection is multiplied with the incoming damage values to determine the reduced damage values. <br />
<br />
More information on the current damage reduction can be seen in the protection tab in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. <br />
</div><br />
<h4>Damage distribution</h4><br />
<div>[[File:Armyinfo popup3.png|thumb|543x543px]]The final damage values for each armor class are distributed and applied to the target army based on the target army’s composition.<br />
<br />
*The army composition is determined by the amount of '''[[ARMY CONTROLS|units]]''' per armor class.<br />
*If for example the target army consists of 4 Heavy Tanks (heavy armor), 2 Infantry (unarmored) and 4 Militia (unarmored), the damage distribution for this army is 40% heavy armor and 60% unarmored.<br />
<br />
The incoming damage values for each armor class are multiplied by the target’s damage distribution percentages for each armor class to determine how much damage each armor class in the target army receives. <br />
<br />
*If for example the incoming damage is 100 against heavy armor and 200 against unarmored, the 4 heavy armored units of the example army mentioned above receive 40 damage (100 * 40%), while the 6 unarmored units receive 120 damage (200 * 60%).<br />
<br />
Within each armor class, the damage each unit type receives is based on the share of unit types within that class. <br />
<br />
*In the example army mentioned above the 2 Infantry receive 40 damage (33% of the 120 unarmored damage) and the 4 Militias also receive 80 damage (67% of the 120 unarmored damage).<br />
<br />
The damage distribution for each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. Reminder: The damage distribution column in this table only refers to the distribution of incoming damage, not the distribution of outgoing damage. Therefore this column has to be checked for the enemy army, while the first 2 column have to be checked for the own army to estimate the damage dealt in combat. <br />
<br />
For attacking damage, all enemy armies in a radius of 5 around the main target share the damage (splash damage). The damage is split among the attacked armies depending on their amount of units, using the same distribution calculation presented in the examples above. <br />
<br />
For defense damage, all attacked armies contribute to the same defense damage value that is dealt back to the attacking army (without splash damage). The defense damage of these armies is summed up before stack limits are applied to prevent advantages from splitting troops. <br />
<br />
</div><br />
<h4>Reducing hitpoint and destroying units</h4><br />
<div><br />
The last phase of a combat round is the distribution of the damage to the various '''[[UNITS|unit types]]''' within the army (see damage distribution above). The incoming damage is then spread evenly among units of the same type.<br />
<br />
<br />
When damage is applied, there is a check if units of that unit type are destroyed. Units can be destroyed once the hitpoints for the whole unit type drop below 50%.<br />
<br />
<br /><br />
<br />
*Below 50% hitpoints a unit being destroyed depends on the amount of incoming damage compared to the remaining hitpoints of each unit within the unit type. If the incoming damage exceeds the remaining hitpoints of one or more units, one or more units are destroyed.<br />
*Example:<br />
**5 Light Tanks are part of an army and have a maximum of 20 hitpoints each, for a combined hitpoint total of 100.<br />
**During battle the Light Tank unit type drops to 50% health, meaning 50 hitpoints in total and 10 hitpoints per unit remain.<br />
**The army is attacked again with an attack damage of 9. 9 damage is not enough to kill one of the Light Tanks, who each still have 10 hitpoints remaining, therefore no unit dies. The hitpoint total drops to 41, each of the 5 Light Tanks now has 8.2 health left.<br />
**The army is attacked again with an attack damage of 9. This damage now exceeds the remaining hitpoints of one Light Tank. Therefore one Light Tank is destroyed. The total hitpoint amount now drops to 32, with each of the 4 remaining Light Tanks having 8 hitpoints left. This goes on until all Light Tanks are destroyed.<br />
***The next attack with 9 damage therefore would again result in 1 Light Tank being destroyed.<br />
***If the incoming damage would be twice as high, two Light Tanks would have been destroyed in that combat round, since 18 damage exceeded the remaining health of 2 Light Tanks.<br />
<br />
</div><br />
<h4>Building and morale damage</h4><br />
<div><br />
Province [[MORALE & UPRISINGS|'''morale''']] and province '''[[BUILDINGS|buildings]]''' can also take damage when the '''[[PROVINCES|province]]''' is directly attacked or when an army is attacked in direct vicinity of the province center. The damage dealt to the province's morale and buildings is calculated separately of the unit combat, thus one cannot affect the other.<br />
<br />
<br />
The damage dealt to the province's morale or to the province’s buildings is determined by the attacking army's morale damage value or building damage value respectively. Similar to unit combat there is a +-20% random factor induced into the calculation. Only full morale percentage points and only full building hitpoints can be removed. If the attacking army deals less than 1 point of damage, a random roll determines if 1 point of damage is applied or not.<br />
<br />
<br />
If more than one building was constructed in the province, a random roll determines if damage is spread out between multiple buildings or not. Sometimes only a single building may be hit with the full damage, other times the damage may be split evenly between multiple buildings. <br />
</div></div>Userhttps://wiki.callofwar.com/index.php?title=COMBAT&diff=878COMBAT2023-04-13T16:09:16Z<p>User: </p>
<hr />
<div><h3>Combat</h3><br />
<div>Combat is the core of ''Call of War''<nowiki/>'s gameplay and usually happens when two hostile armies meat eachother on the map, or when an army enters a foreign '''[[PROVINCES|province]]'''. Conquering provinces and fighting other armies is essential to winning the game and is encouraged. Below we will explain some of combat's basic concepts and also provide more advanced knowledge how combat results are calculated.<br />
</div><br />
<h3>Conquering provinces</h3><br />
<div><br />
When an army enters the center point of a foreign '''[[PROVINCES|province]]''' on the map (called the ''province center''), the province is conquered and changes ownership immediately. Province centers can be guarded by stationed armies, which automatically protect the province from being conquered. When an army enters a guarded province center of a foreign nation, combat occurs. Only after the attacker wins the battle and destroys the defender, the province is conquered and changes ownership.<br />
<br />
In the process of conquering a province the '''[[BUILDINGS|buildings]]''' in the province take damage and also the province morale is lowered severely to 25%.<br />
<br />
<br />
Allied nations can move through eachother's provinces without the provinces being conquered. A '''[[DIPLOMATIC RELATIONS|diplomatic relation]]''' of Right of Way, Shared Map or Shared Intelligence is required for that.<br />
<br />
<br />
If armies of multiple nations attack the same province, then the army which deals the final blow on the defending army will conquer the province. If the province is empty, then the nation which arrives first at the province conquers it.<br />
</div><br />
<h3>Combat Phases</h3><br />
<div><br />
Combat is triggered when one army attacks another army. During combat damage is exchanged every 30 minutes, and combat cycles through the following phases:<br />
<br />
#Calculation: The damage potential for each army is calculated based on its damage efficiency.<br />
#Reduction: The damage potential is reduced by defence modifiers of the receiving army.<br />
#Distribution: The reduced damage is distributed within the other army based on its army composition.<br />
#Steps 1 to 3 are repeated after a cooldown of 30min, until one army is defeated or combat is ended otherwise.<br />
<br />
<br /><br />
In '''[[GAME MODES|speed game]]''' rounds the combat cooldown can be faster, as this value refers to ingame time.<br />
It is also possible that both armies attack each other, in which case two combat cycles with all 4 phases would happen simultaneously (as explained in the sections below), thus speeding up the resolution of the exchange.<br />
</div><br />
<h3>Entering combat</h3><br />
<div>Combat can be initiated differently and also play out differently depending on which '''[[UNITS|unit]]''' types are participating in the battle.</div><br />
<h4>Melee combat</h4><br />
<div><br />
Melee combat (close combat) is triggered when enemy 2 armies are within close combat range of each other on the map.<br />
<br />
*The close combat range is 5 (game distance units).<br />
<br />
Melee combat is also triggered when 2 neutral armies (at peace) meet eachother on the territory belonging to one of the armies.<br />
<br />
<br />
Melee combat is not triggered when:<br />
<br />
*Allied armies meet.<br />
**Allied means '''[[DIPLOMATIC RELATIONS|diplomacy relations]]''' of Right of Way, Shared Map or Shared Intelligence.<br />
*Neutral armies (at peace) meet on sea or on 3rd party territory. Ranged armies need their Fire Control settings ('''[[HIGH COMMAND|Premium Account]]''' feature) to be set to Fire at Will, Return Fire or Hold Fire to not trigger combat.<br />
*One of the armies is invisible to the other army and has its fire control settings set to Return Fire or Hold Fire.<br />
<br />
When armies enter melee combat they are locked in combat until one side is defeated.<br />
</div><br />
<h4>Ranged combat</h4><br />
<div><br />
Ranged combat can be triggered when a target is located within the attack range circle of a ranged army. By issuing an attack command on the target, the ranged army moves towards the target and attacks as soon as the target gets into the range circle. Idling ranged armies also initiate combat automatically if an enemy army enters their attack range circle. Due to latency such ranged combat might also be triggered with a small delay.<br />
<br />
<br />
Armies in ranged combat are not locked in battle and are free to abort the combat by moving away.<br />
<br />
<br />
The start of ranged combat also depends on the fire control setting ('''[[HIGH COMMAND|Premium Account]]''' feature) of the ranged army:<br />
<br />
#''Aggressive:'' Ranged attack is initiated if the other army is a neutral unit ('''[[DIPLOMATIC RELATIONS|diplomatic relation]]''' of peace) or an enemy. The ranged army even pauses its movement orders to attack, before continuing to its destination.<br />
#''Offensive:'' Ranged attack is initiated if the other army is an enemy. The ranged army even pauses its movement orders to attack, before continuing to its destination.<br />
#''Fire at Will:'' Ranged attack is initiated if the other army is an enemy and the ranged army is not moving itself.<br />
#''Return Fire:'' Ranged attack is only initiated if the other army attacks first and the ranged army is not moving itself.<br />
#''Hold Fire:'' Ranged attack is not initiated even when being attacked.<br />
<br />
</div><br />
<h4>Air combat</h4><br />
<div><br />
Air combat via direct attack '''[[ARMY CONTROLS|commands]]''' results in melee combat, with the difference that both sides are not locked in combat and that the airplane returns to its airport for refueling after one combat cycle.<br />
<br />
*Airplanes return for refueling after every direct attack.<br />
*During its return flight the airplane cannot deviate from its course. It can still accept commands, but will only fulfill those once refueling is completed.<br />
*If the origin airbase of the aircraft is destroyed or captured, it will check if another friendly airbase is in range. If so, the plane will return to that one to refuel. If not, it will return to its origin, while also taking 25% crash landing damage.<br />
<br />
Another form of air combat can be triggered via the patrol command: In this mode the airplane automatically attacks all enemy units within its patrol radius, but units are not locked in combat in this mode. This means the patrol destination of a patroling airplane can also be re-positioned anytime.<br />
<br />
*During patrols aircraft deal damage every 15min instead of the standard 30min. The damage values of both sides are reduced accordingly by 50%.<br />
*If 2 enemy aircrafts patrol in the same area with overlapping patrol circles, they attack each other as well, while also returning defence damage to the other plane. In such a case the applied damage depends on the size of the area that is overlapping, with full damage only being applied if more than half of the circle areas overlap.<br />
<br />
</div><br />
<h4>Attacking vs. Defending</h4><br />
<div><br />
Combat values of units change depending on the combat stance of their army: ''Attacking'' or ''Defending''. The values for both stances are listed in the unit details panel as well as in the army info panel, opened via the info button in '''[[ARMY CONTROLS|army interface]]''' after selecting an army.<br />
<br />
<br /><br />
<br />
*Armies which are moving into another enemy army or which receive an attack '''[[ARMY CONTROLS|command]]''' onto another army are attacking during combat, using their attacking damage values only. This is indicated by the words 'attacking' in the army interface.<br />
**An attacking army displays an attack indicator on the map which shows the time until the next round of attack.<br />
**Special case: Armies which currently perform certain actions only defend and do not attack, even if they have an attack command or move command.<br />
***These actions are: Disembarking, Embarking, Waiting, Converting, Mobilizing, Upgrading, Refueling.<br />
*Idling Armies which are attacked are always defending and not attacking themselves. This is indicated by the words 'defending vs.' in the army interface, as well as an defence icon dispayed on the map. Defending armies deal out damage automatically each time they are attacked, using their defensive damage values only. Thus applying defence damage is not limited to the 30min combat intervals.<br />
**An army can only attack one other army but can defend against an unlimited number of attacking armies.<br />
**Attacking damage and defensive damage for land or sea based fights is exchanged at the same time.<br />
*If both armies attack each other, both armies are simultaneously attacking and defending, resulting in two combat cycles going on simultaneously.<br />
**Defending armies however can start attacking as well, if they receive a move or attack command during combat. At that point both sides become attackers and defenders. This cannot be reverted.<br />
*Armies with ranged '''[[UNITS|units]]''' are always attacking when bombarding another army. This is indicated by the words “bombarding” in the army interface. The bombarded army is not defending, which is indicated by the words “bombarded by” in the army interface. If 2 ranged armies attack each other, both are attacking but not defending, only using their attacking damage values.<br />
*Airplanes are always attacking when fighting via direct attack command or patrol command. The attacked army is always only defending. <br />
**Land or sea armies attacked by airplanes always deal out their defensive damage first before the attacking damage of the airplane is dealt out, giving defenders a small advantage. In air to air combat, attacking and defensive damage is applied at the same time.<br />
*Attacks always target all enemy armies in a radius of 5 around the main target, the attack damage gets split among these targeted armies. Thus all enemy armies in this radius become defenders. The defense damage of all defenders in the area is summed up before stack limits are applied, to prevent advantages from splitting troops.<br />
<br />
</div><br />
<h4>Combat Intervals</h4><br />
<div><br />
'''Melee & ranged attacks:''' <br />
<br />
Once every 30 minutes the attacking army attacks the defending army. Attacking damage is applied to the defender and defending damage is applied to the attacker simultaneously.<br />
<br />
*In '''[[GAME MODES|speed scenarios]]''' the cooldown is shorter.<br />
*If both armies attack each other, then there are 2 combat cycles happening at the same time, meaning that combat will be over twice as fast.<br />
*When the target army is destroyed in one hit, then the attack cooldown is reduced to 1 minute for the attacking army, meaning it can attack and deal damage to another army 1 minute later.<br />
<br />
'''Direct air attacks:''' <br />
<br />
The time between aircraft attacks varies based on the map distance between target and airfield as well as the airplane speed.<br />
<br />
'''Air patrol:'''<br />
<br />
Every 15 minutes the patrolling aircraft deals 50% of its attack damage to all enemy '''[[UNITS|units]]''' within its patrol radius, and receives 50% of their defence damage in return.<br />
<br />
*In speed maps the cooldown is shorter.<br />
</div><br />
<h3>Combat calculation</h3><br />
<div>The combat calculation always follows these steps:<br />
<br />
#Sum up the damage potential of the army against each armor class.<br />
#Increase or reduce damage value with a random factor between -20% and +20%.<br />
#Lower the damage potential based on the army's damage efficiency.<br />
#Deal out damage value to enemy army (the order depends on the combat type).<br />
#Reduce the received damage value based on the enemy army's protection value.<br />
#Distribute reduced damage value to '''[[UNITS|units]]''' in enemy army based on army composition.<br />
#Reduce hitpoints of units or destroy units based on amount of distributed damage.<br />
</div><br />
<h4>Damage potential</h4><br />
<div>[[File:Armyinfo popup1.png|thumb|543x543px]]For the attacking army its ''attack'' ''damage potential'' against all armor classes is calculated.<br />
<br />
For the defending army its ''defence damage potential'' against all armor classes is calculated. <br />
<br />
The damage potential is an indicator how much damage the army could deal against each armor class in an ideal scenario. The final damage however depends on the enemy army composition and damage reduction modifiers (see sections below).<br />
<br />
The damage potential is calculated by multiplying the base damage values of the '''[[UNITS|unit type]]''' with the unit amount, the terrain modifiers, the home defence bonus and the damage efficiency (see section below). <br />
<br />
*The '''[[TERRAIN|Terrain]]''' bonus influences the damage potential of a unit type. Each unit type has different terrain bonuses, which can be seen in the unit details panel (click on unit icon in army interface).<br />
*The Home Defence bonus influences the damage potential as well. It grants a 15% bonus in damage potential to armies which are located in a core province of their own nation, in addition to a 15% bonus in damage reduction.<br />
<br />
The damage potential against each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. The damage potential values displayed in this list are already reduced by the damage efficiency.<br />
<br />
<br />
In combat, the damage potential is also increased or decreased by a random value between -20% and +20%, in order to simulate altering circumstances on the battle field. This random factor is rolled again with each combat round.<br />
</div><br />
<h4>Damage efficiency</h4><br />
<div>[[File:Armyinfo popup2.png|thumb|543x543px]]The damage potential of an army is influenced by its damage efficiency. Without any reduction the damage efficiency is 100%, but it can be affected by several factors:<br />
<br />
*Lost hitpoints: <br />
**The damage efficiency is based on the current percentage of the '''[[UNITS|unit’s]]''' hitpoints (health). At maximum hitpoints the damage efficiency is not lowered, while near 0% health the damage efficiency is lowered to 20%. Between the minimum and maximum health value a linear curve is used to determine the efficiency.<br />
*Army size efficiency: <br />
**When more than 10 units are part of an army, the damage efficiency of the army is reduced, because not all units are participating in the fight.<br />
**Only the 10 strongest attack and defence damage values against each armor class are used in combat. The unused damage values determine the loss in efficiency.<br />
***As an example: If an army consists of 10 Anti Air units and 5 Infantry, then the damage values of 10 Anti Air are used when fighting against air targets, while the damage values of 5 Infantry and 5 Anti Air will be used when fighting against unarmored targets<br />
**When an army of more than 10 units needs to be assembled, the efficiency loss can be reduced by mixing units together which are most effective against different armor classes.<br />
<br />
<br />
The damage efficiency for each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. This value is multiplied with the base damage value against each armor class and results in the damage potential values to the left. <br />
</div><br />
<h4>Damage exchange order</h4><br />
<div class="list"><br />
The order in which damage is exchanged and afterwards distributed and applied depends on the combat type:<br />
<div><br />
[[File:Melee combat.png|thumb|400x400px]]<br />
<br />
*For melee land & sea battles:<br />
**The attack damage is applied at the same time as the defence damage.<br />
***This means that damage efficiency reduction due to lost hitpoints happens after the damage of that combat round was applied, so no side is at an disadvantage. It can even happen that both armies are destroyed at the same time in the last combat round.<br />
**If both armies attack each other and thus trigger 2 parallel combat cycles, one combat cycle can start a fraction of a second earlier than the second combat cycle. <br />
***This means that one of the armies may apply its attack damage milliseconds before the other army’s attack damage due to latency, but defence damage is still applied at the same time as attack damage.<br />
***Usually the army which received an active command triggers its combat cycle first.<br />
<br />
</div><br />
<div>[[File:Rangedcombat.png|thumb|400x400px]]<br />
<br />
*For ranged land & sea battles one of the ranged armies can be attacking a fraction of a second earlier than the other ranged army reacts due to latency, dealing its attack damage first and thus reducing the damage efficiency of the enemy before they counter attack.<br />
**Usually the army which received an active command triggers its combat cycle slightly earlier.<br />
<br />
</div><br />
<div>[[File:Aircombat.png|thumb|400x400px]]<br />
<br />
*For attacks or patrols by aircrafts against any '''[[UNITS|unit type]]''', the defence damage of the defender is applied to the attacker before the attack damage of the attacker is applied to the defender, no matter if the defender is a ground or air unit. This means that the damage efficiency of the aircraft can get reduced already before it is able to deal out its attack damage to the defender.<br />
<br />
</div><br />
</div><br />
<h4>Damage reduction</h4><br />
<div>[[File:Armyinfo popup protection.png|thumb|400x400px]]<br />
<br />
The calculated damage is reduced before being applied to the receiving army, if one of the following criteria is met:<br />
<br />
*The target army is standing in a province center where friendly fortifications or bunkers exist.<br />
**The amount of damage reduction depends on the building level and increases per level.<br />
*The target army is fighting in its own core provinces, which triggers the Home Defence bonus.<br />
**The Home Defence bonus grants the army a 15% bonus in damage reduction, in addition to a 15% bonus in damage potential.<br />
<br />
The percentage value of the protection is multiplied with the incoming damage values to determine the reduced damage values. <br />
<br />
More information on the current damage reduction can be seen in the protection tab in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. <br />
</div><br />
<h4>Damage distribution</h4><br />
<div>[[File:Armyinfo popup3.png|thumb|543x543px]]The final damage values for each armor class are distributed and applied to the target army based on the target army’s composition.<br />
<br />
*The army composition is determined by the amount of '''[[ARMY CONTROLS|units]]''' per armor class.<br />
*If for example the target army consists of 4 Heavy Tanks (heavy armor), 2 Infantry (unarmored) and 4 Militia (unarmored), the damage distribution for this army is 40% heavy armor and 60% unarmored.<br />
<br />
The incoming damage values for each armor class are multiplied by the target’s damage distribution percentages for each armor class to determine how much damage each armor class in the target army receives. <br />
<br />
*If for example the incoming damage is 100 against heavy armor and 200 against unarmored, the 4 heavy armored units of the example army mentioned above receive 40 damage (100 * 40%), while the 6 unarmored units receive 120 damage (200 * 60%).<br />
<br />
Within each armor class, the damage each unit type receives is based on the share of unit types within that class. <br />
<br />
*In the example army mentioned above the 2 Infantry receive 40 damage (33% of the 120 unarmored damage) and the 4 Militias also receive 80 damage (67% of the 120 unarmored damage).<br />
<br />
The damage distribution for each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. Reminder: The damage distribution column in this table only refers to the distribution of incoming damage, not the distribution of outgoing damage. Therefore this column has to be checked for the enemy army, while the first 2 column have to be checked for the own army to estimate the damage dealt in combat. <br />
<br />
For attacking damage, all enemy armies in a radius of 5 around the main target share the damage (splash damage). The damage is split among the attacked armies depending on their amount of units, using the same distribution calculation presented in the examples above. <br />
<br />
For defense damage, all attacked armies contribute to the same defense damage value that is dealt back to the attacking army (without splash damage). The defense damage of these armies is summed up before stack limits are applied to prevent advantages from splitting troops. <br />
<br />
</div><br />
<h4>Reducing hitpoint and destroying units</h4><br />
<div><br />
The last phase of a combat round is the distribution of the damage to the various '''[[UNITS|unit types]]''' within the army (see damage distribution above). The incoming damage is then spread evenly among units of the same type.<br />
<br />
<br />
When damage is applied, there is a check if units of that unit type are destroyed. Units can be destroyed once the hitpoints for the whole unit type drop below 50%.<br />
<br />
<br /><br />
<br />
*Below 50% hitpoints a unit being destroyed depends on the amount of incoming damage compared to the remaining hitpoints of each unit within the unit type. If the incoming damage exceeds the remaining hitpoints of one or more units, one or more units are destroyed.<br />
*Example:<br />
**5 Light Tanks are part of an army and have a maximum of 20 hitpoints each, for a combined hitpoint total of 100.<br />
**During battle the Light Tank unit type drops to 50% health, meaning 50 hitpoints in total and 10 hitpoints per unit remain.<br />
**The army is attacked again with an attack damage of 9. 9 damage is not enough to kill one of the Light Tanks, who each still have 10 hitpoints remaining, therefore no unit dies. The hitpoint total drops to 41, each of the 5 Light Tanks now has 8.2 health left.<br />
**The army is attacked again with an attack damage of 9. This damage now exceeds the remaining hitpoints of one Light Tank. Therefore one Light Tank is destroyed. The total hitpoint amount now drops to 32, with each of the 4 remaining Light Tanks having 8 hitpoints left. This goes on until all Light Tanks are destroyed.<br />
***The next attack with 9 damage therefore would again result in 1 Light Tank being destroyed.<br />
***If the incoming damage would be twice as high, two Light Tanks would have been destroyed in that combat round, since 18 damage exceeded the remaining health of 2 Light Tanks.<br />
<br />
</div><br />
<h4>Building and morale damage</h4><br />
<div><br />
Province [[MORALE & UPRISINGS|'''morale''']] and province '''[[BUILDINGS|buildings]]''' can also take damage when the '''[[PROVINCES|province]]''' is directly attacked or when an army is attacked in direct vicinity of the province center. The damage dealt to the province's morale and buildings is calculated separately of the unit combat, thus one cannot affect the other.<br />
<br />
<br />
The damage dealt to the province's morale or to the province’s buildings is determined by the attacking army's morale damage value or building damage value respectively. Similar to unit combat there is a +-20% random factor induced into the calculation. Only full morale percentage points and only full building hitpoints can be removed. If the attacking army deals less than 1 point of damage, a random roll determines if 1 point of damage is applied or not.<br />
<br />
<br />
If more than one building was constructed in the province, a random roll determines if damage is spread out between multiple buildings or not. Sometimes only a single building may be hit with the full damage, other times the damage may be split evenly between multiple buildings. <br />
</div></div>Userhttps://wiki.callofwar.com/index.php?title=COMBAT&diff=877COMBAT2023-04-13T16:07:36Z<p>User: </p>
<hr />
<div><h3>Combat</h3><br />
<div>Combat is the core of ''Call of War''<nowiki/>'s gameplay and usually happens when two hostile armies meat eachother on the map, or when an army enters a foreign '''[[PROVINCES|province]]'''. Conquering provinces and fighting other armies is essential to winning the game and is encouraged. Below we will explain some of combat's basic concepts and also provide more advanced knowledge how combat results are calculated.<br />
</div><br />
<h3>Conquering provinces</h3><br />
<div><br />
When an army enters the center point of a foreign '''[[PROVINCES|province]]''' on the map (called the ''province center''), the province is conquered and changes ownership immediately. Province centers can be guarded by stationed armies, which automatically protect the province from being conquered. When an army enters a guarded province center of a foreign nation, combat occurs. Only after the attacker wins the battle and destroys the defender, the province is conquered and changes ownership.<br />
<br />
In the process of conquering a province the '''[[BUILDINGS|buildings]]''' in the province take damage and also the province morale is lowered severely to 25%.<br />
<br />
<br />
Allied nations can move through eachother's provinces without the provinces being conquered. A '''[[DIPLOMATIC RELATIONS|diplomatic relation]]''' of Right of Way, Shared Map or Shared Intelligence is required for that.<br />
<br />
<br />
If armies of multiple nations attack the same province, then the army which deals the final blow on the defending army will conquer the province. If the province is empty, then the nation which arrives first at the province conquers it.<br />
</div><br />
<h3>Combat Phases</h3><br />
<div><br />
Combat is triggered when one army attacks another army. During combat damage is exchanged every 30 minutes, and combat cycles through the following phases:<br />
<br />
#Calculation: The damage potential for each army is calculated based on its damage efficiency.<br />
#Reduction: The damage potential is reduced by defence modifiers of the receiving army.<br />
#Distribution: The reduced damage is distributed within the other army based on its army composition.<br />
#Steps 1 to 3 are repeated after a cooldown of 30min, until one army is defeated or combat is ended otherwise.<br />
<br />
<br /><br />
In '''[[GAME MODES|speed game]]''' rounds the combat cooldown can be faster, as this value refers to ingame time.<br />
It is also possible that both armies attack each other, in which case two combat cycles with all 4 phases would happen simultaneously (as explained in the sections below), thus speeding up the resolution of the exchange.<br />
</div><br />
<h3>Entering combat</h3><br />
<div>Combat can be initiated differently and also play out differently depending on which '''[[UNITS|unit]]''' types are participating in the battle.</div><br />
<h4>Melee combat</h4><br />
<div><br />
Melee combat (close combat) is triggered when enemy 2 armies are within close combat range of each other on the map.<br />
<br />
*The close combat range is 5 (game distance units).<br />
<br />
Melee combat is also triggered when 2 neutral armies (at peace) meet eachother on the territory belonging to one of the armies.<br />
<br />
<br />
Melee combat is not triggered when:<br />
<br />
*Allied armies meet.<br />
**Allied means '''[[DIPLOMATIC RELATIONS|diplomacy relations]]''' of Right of Way, Shared Map or Shared Intelligence.<br />
*Neutral armies (at peace) meet on sea or on 3rd party territory. Ranged armies need their Fire Control settings ('''[[HIGH COMMAND|Premium Account]]''' feature) to be set to Fire at Will, Return Fire or Hold Fire to not trigger combat.<br />
*One of the armies is invisible to the other army and has its fire control settings set to Return Fire or Hold Fire.<br />
<br />
When armies enter melee combat they are locked in combat until one side is defeated.<br />
</div><br />
<h4>Ranged combat</h4><br />
<div><br />
Ranged combat can be triggered when a target is located within the attack range circle of a ranged army. By issuing an attack command on the target, the ranged army moves towards the target and attacks as soon as the target gets into the range circle. Idling ranged armies also initiate combat automatically if an enemy army enters their attack range circle. Due to latency such ranged combat might also be triggered with a small delay.<br />
<br />
<br />
Armies in ranged combat are not locked in battle and are free to abort the combat by moving away.<br />
<br />
<br />
The start of ranged combat also depends on the fire control setting ('''[[HIGH COMMAND|Premium Account]]''' feature) of the ranged army:<br />
<br />
#''Aggressive:'' Ranged attack is initiated if the other army is a neutral unit ('''[[DIPLOMATIC RELATIONS|diplomatic relation]]''' of peace) or an enemy. The ranged army even pauses its movement orders to attack, before continuing to its destination.<br />
#''Offensive:'' Ranged attack is initiated if the other army is an enemy. The ranged army even pauses its movement orders to attack, before continuing to its destination.<br />
#''Fire at Will:'' Ranged attack is initiated if the other army is an enemy and the ranged army is not moving itself.<br />
#''Return Fire:'' Ranged attack is only initiated if the other army attacks first and the ranged army is not moving itself.<br />
#''Hold Fire:'' Ranged attack is not initiated even when being attacked.<br />
<br />
</div><br />
<h4>Air combat</h4><br />
<div><br />
Air combat via direct attack '''[[ARMY CONTROLS|commands]]''' results in melee combat, with the difference that both sides are not locked in combat and that the airplane returns to its airport for refueling after one combat cycle.<br />
<br />
*Airplanes return for refueling after every direct attack.<br />
*During its return flight the airplane cannot deviate from its course. It can still accept commands, but will only fulfill those once refueling is completed.<br />
*If the origin airbase of the aircraft is destroyed or captured, it will check if another friendly airbase is in range. If so, the plane will return to that one to refuel. If not, it will return to its origin, while also taking 25% crash landing damage.<br />
<br />
Another form of air combat can be triggered via the patrol command: In this mode the airplane automatically attacks all enemy units within its patrol radius, but units are not locked in combat in this mode. This means the patrol destination of a patroling airplane can also be re-positioned anytime.<br />
<br />
*During patrols aircraft deal damage every 15min instead of the standard 30min. The damage values of both sides are reduced accordingly by 50%.<br />
*If 2 enemy aircrafts patrol in the same area with overlapping patrol circles, they attack each other as well, while also returning defence damage to the other plane. In such a case the applied damage depends on the size of the area that is overlapping, with full damage only being applied if more than half of the circle areas overlap.<br />
<br />
</div><br />
<h4>Attacking vs. Defending</h4><br />
<div><br />
Combat values of units change depending on the combat stance of their army: ''Attacking'' or ''Defending''. The values for both stances are listed in the unit details panel as well as in the army info panel, opened via the info button in '''[[ARMY CONTROLS|army interface]]''' after selecting an army.<br />
<br />
<br /><br />
<br />
*Armies which are moving into another enemy army or which receive an attack '''[[ARMY CONTROLS|command]]''' onto another army are attacking during combat, using their attacking damage values only. This is indicated by the words 'attacking' in the army interface.<br />
**An attacking army displays an attack indicator on the map which shows the time until the next round of attack.<br />
**Special case: Armies which currently perform certain actions only defend and do not attack, even if they have an attack command or move command.<br />
***These actions are: Disembarking, Embarking, Waiting, Converting, Mobilizing, Upgrading, Refueling.<br />
*Idling Armies which are attacked are always defending and not attacking themselves. This is indicated by the words 'defending vs.' in the army interface, as well as an defence icon dispayed on the map. Defending armies deal out damage automatically each time they are attacked, using their defensive damage values only. Thus applying defence damage is not limited to the 30min combat intervals.<br />
**An army can only attack one other army but can defend against an unlimited number of attacking armies.<br />
**Attacking damage and defensive damage for land or sea based fights is exchanged at the same time.<br />
*If both armies attack each other, both armies are simultaneously attacking and defending, resulting in two combat cycles going on simultaneously.<br />
**Defending armies however can start attacking as well, if they receive a move or attack command during combat. At that point both sides become attackers and defenders. This cannot be reverted.<br />
*Armies with ranged '''[[UNITS|units]]''' are always attacking when bombarding another army. This is indicated by the words “bombarding” in the army interface. The bombarded army is not defending, which is indicated by the words “bombarded by” in the army interface. If 2 ranged armies attack each other, both are attacking but not defending, only using their attacking damage values.<br />
*Airplanes are always attacking when fighting via direct attack command or patrol command. The attacked army is always only defending. <br />
**Land or sea armies attacked by airplanes always deal out their defensive damage first before the attacking damage of the airplane is dealt out, giving defenders a small advantage. In air to air combat, attacking and defensive damage is applied at the same time.<br />
*Attacks always target all enemy armies in a radius of 5 around the main target, the attack damage gets split among these targeted armies. Thus all enemy armies in this radius become defenders. The defense damage of all defenders in the area is summed up before stack limits are applied, to prevent advantages from splitting troops.<br />
<br />
</div><br />
<h4>Combat Intervals</h4><br />
<div><br />
'''Melee & ranged attacks:''' <br />
<br />
Once every 30 minutes the attacking army attacks the defending army. Attacking damage is applied to the defender and defending damage is applied to the attacker simultaneously.<br />
<br />
*In '''[[GAME MODES|speed scenarios]]''' the cooldown is shorter.<br />
*If both armies attack each other, then there are 2 combat cycles happening at the same time, meaning that combat will be over twice as fast.<br />
*When the target army is destroyed in one hit, then the attack cooldown is reduced to 1 minute for the attacking army, meaning it can attack and deal damage to another army 1 minute later.<br />
<br />
'''Direct air attacks:''' <br />
<br />
The time between aircraft attacks varies based on the map distance between target and airfield as well as the airplane speed.<br />
<br />
'''Air patrol:'''<br />
<br />
Every 15 minutes the patrolling aircraft deals 50% of its attack damage to all enemy '''[[UNITS|units]]''' within its patrol radius, and receives 50% of their defence damage in return.<br />
<br />
*In speed maps the cooldown is shorter.<br />
</div><br />
<h3>Combat calculation</h3><br />
<div>The combat calculation always follows these steps:<br />
<br />
#Sum up the damage potential of the army against each armor class.<br />
#Increase or reduce damage value with a random factor between -20% and +20%.<br />
#Lower the damage potential based on the army's damage efficiency.<br />
#Deal out damage value to enemy army (the order depends on the combat type).<br />
#Reduce the received damage value based on the enemy army's protection value.<br />
#Distribute reduced damage value to '''[[UNITS|units]]''' in enemy army based on army composition.<br />
#Reduce hitpoints of units or destroy units based on amount of distributed damage.<br />
</div><br />
<h4>Damage potential</h4><br />
<div>[[File:Armyinfo popup1.png|thumb|543x543px]]For the attacking army its ''attack'' ''damage potential'' against all armor classes is calculated.<br />
<br />
For the defending army its ''defence damage potential'' against all armor classes is calculated. <br />
<br />
The damage potential is an indicator how much damage the army could deal against each armor class in an ideal scenario. The final damage however depends on the enemy army composition and damage reduction modifiers (see sections below).<br />
<br />
The damage potential is calculated by multiplying the base damage values of the '''[[UNITS|unit type]]''' with the unit amount, the terrain modifiers, the home defence bonus and the damage efficiency (see section below). <br />
<br />
*The '''[[TERRAIN|Terrain]]''' bonus influences the damage potential of a unit type. Each unit type has different terrain bonuses, which can be seen in the unit details panel (click on unit icon in army interface).<br />
*The Home Defence bonus influences the damage potential as well. It grants a 15% bonus in damage potential to armies which are located in a core province of their own nation, in addition to a 15% bonus in damage reduction.<br />
<br />
The damage potential against each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. The damage potential values displayed in this list are already reduced by the damage efficiency.<br />
<br />
<br />
In combat, the damage potential is also increased or decreased each combat cycle by a random value between -20% and +20%, in order to simulate altering circumstances on the battle field. This random factor is rolled again with each combat round.<br />
</div><br />
<h4>Damage efficiency</h4><br />
<div>[[File:Armyinfo popup2.png|thumb|543x543px]]The damage potential of an army is influenced by its damage efficiency. Without any reduction the damage efficiency is 100%, but it can be affected by several factors:<br />
<br />
*Lost hitpoints: <br />
**The damage efficiency is based on the current percentage of the '''[[UNITS|unit’s]]''' hitpoints (health). At maximum hitpoints the damage efficiency is not lowered, while near 0% health the damage efficiency is lowered to 20%. Between the minimum and maximum health value a linear curve is used to determine the efficiency.<br />
*Army size efficiency: <br />
**When more than 10 units are part of an army, the damage efficiency of the army is reduced, because not all units are participating in the fight.<br />
**Only the 10 strongest attack and defence damage values against each armor class are used in combat. The unused damage values determine the loss in efficiency.<br />
***As an example: If an army consists of 10 Anti Air units and 5 Infantry, then the damage values of 10 Anti Air are used when fighting against air targets, while the damage values of 5 Infantry and 5 Anti Air will be used when fighting against unarmored targets<br />
**When an army of more than 10 units needs to be assembled, the efficiency loss can be reduced by mixing units together which are most effective against different armor classes.<br />
<br />
<br />
The damage efficiency for each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. This value is multiplied with the base damage value against each armor class and results in the damage potential values to the left. <br />
</div><br />
<h4>Damage exchange order</h4><br />
<div class="list"><br />
The order in which damage is exchanged and afterwards distributed and applied depends on the combat type:<br />
<div><br />
[[File:Melee combat.png|thumb|400x400px]]<br />
<br />
*For melee land & sea battles:<br />
**The attack damage is applied at the same time as the defence damage.<br />
***This means that damage efficiency reduction due to lost hitpoints happens after the damage of that combat round was applied, so no side is at an disadvantage. It can even happen that both armies are destroyed at the same time in the last combat round.<br />
**If both armies attack each other and thus trigger 2 parallel combat cycles, one combat cycle can start a fraction of a second earlier than the second combat cycle. <br />
***This means that one of the armies may apply its attack damage milliseconds before the other army’s attack damage due to latency, but defence damage is still applied at the same time as attack damage.<br />
***Usually the army which received an active command triggers its combat cycle first.<br />
<br />
</div><br />
<div>[[File:Rangedcombat.png|thumb|400x400px]]<br />
<br />
*For ranged land & sea battles one of the ranged armies can be attacking a fraction of a second earlier than the other ranged army reacts due to latency, dealing its attack damage first and thus reducing the damage efficiency of the enemy before they counter attack.<br />
**Usually the army which received an active command triggers its combat cycle slightly earlier.<br />
<br />
</div><br />
<div>[[File:Aircombat.png|thumb|400x400px]]<br />
<br />
*For attacks or patrols by aircrafts against any '''[[UNITS|unit type]]''', the defence damage of the defender is applied to the attacker before the attack damage of the attacker is applied to the defender, no matter if the defender is a ground or air unit. This means that the damage efficiency of the aircraft can get reduced already before it is able to deal out its attack damage to the defender.<br />
<br />
</div><br />
</div><br />
<h4>Damage reduction</h4><br />
<div>[[File:Armyinfo popup protection.png|thumb|400x400px]]<br />
<br />
The calculated damage is reduced before being applied to the receiving army, if one of the following criteria is met:<br />
<br />
*The target army is standing in a province center where friendly fortifications or bunkers exist.<br />
**The amount of damage reduction depends on the building level and increases per level.<br />
*The target army is fighting in its own core provinces, which triggers the Home Defence bonus.<br />
**The Home Defence bonus grants the army a 15% bonus in damage reduction, in addition to a 15% bonus in damage potential.<br />
<br />
The percentage value of the protection is multiplied with the incoming damage values to determine the reduced damage values. <br />
<br />
More information on the current damage reduction can be seen in the protection tab in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. <br />
</div><br />
<h4>Damage distribution</h4><br />
<div>[[File:Armyinfo popup3.png|thumb|543x543px]]The final damage values for each armor class are distributed and applied to the target army based on the target army’s composition.<br />
<br />
*The army composition is determined by the amount of '''[[ARMY CONTROLS|units]]''' per armor class.<br />
*If for example the target army consists of 4 Heavy Tanks (heavy armor), 2 Infantry (unarmored) and 4 Militia (unarmored), the damage distribution for this army is 40% heavy armor and 60% unarmored.<br />
<br />
The incoming damage values for each armor class are multiplied by the target’s damage distribution percentages for each armor class to determine how much damage each armor class in the target army receives. <br />
<br />
*If for example the incoming damage is 100 against heavy armor and 200 against unarmored, the 4 heavy armored units of the example army mentioned above receive 40 damage (100 * 40%), while the 6 unarmored units receive 120 damage (200 * 60%).<br />
<br />
Within each armor class, the damage each unit type receives is based on the share of unit types within that class. <br />
<br />
*In the example army mentioned above the 2 Infantry receive 40 damage (33% of the 120 unarmored damage) and the 4 Militias also receive 80 damage (67% of the 120 unarmored damage).<br />
<br />
The damage distribution for each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. Reminder: The damage distribution column in this table only refers to the distribution of incoming damage, not the distribution of outgoing damage. Therefore this column has to be checked for the enemy army, while the first 2 column have to be checked for the own army to estimate the damage dealt in combat. <br />
<br />
For attacking damage, all enemy armies in a radius of 5 around the main target share the damage (splash damage). The damage is split among the attacked armies depending on their amount of units, using the same distribution calculation presented in the examples above. <br />
<br />
For defense damage, all attacked armies contribute to the same defense damage value that is dealt back to the attacking army (without splash damage). The defense damage of these armies is summed up before stack limits are applied to prevent advantages from splitting troops. <br />
<br />
</div><br />
<h4>Reducing hitpoint and destroying units</h4><br />
<div><br />
The last phase of a combat round is the distribution of the damage to the various '''[[UNITS|unit types]]''' within the army (see damage distribution above). The incoming damage is then spread evenly among units of the same type.<br />
<br />
<br />
When damage is applied, there is a check if units of that unit type are destroyed. Units can be destroyed once the hitpoints for the whole unit type drop below 50%.<br />
<br />
<br /><br />
<br />
*Below 50% hitpoints a unit being destroyed depends on the amount of incoming damage compared to the remaining hitpoints of each unit within the unit type. If the incoming damage exceeds the remaining hitpoints of one or more units, one or more units are destroyed.<br />
*Example:<br />
**5 Light Tanks are part of an army and have a maximum of 20 hitpoints each, for a combined hitpoint total of 100.<br />
**During battle the Light Tank unit type drops to 50% health, meaning 50 hitpoints in total and 10 hitpoints per unit remain.<br />
**The army is attacked again with an attack damage of 9. 9 damage is not enough to kill one of the Light Tanks, who each still have 10 hitpoints remaining, therefore no unit dies. The hitpoint total drops to 41, each of the 5 Light Tanks now has 8.2 health left.<br />
**The army is attacked again with an attack damage of 9. This damage now exceeds the remaining hitpoints of one Light Tank. Therefore one Light Tank is destroyed. The total hitpoint amount now drops to 32, with each of the 4 remaining Light Tanks having 8 hitpoints left. This goes on until all Light Tanks are destroyed.<br />
***The next attack with 9 damage therefore would again result in 1 Light Tank being destroyed.<br />
***If the incoming damage would be twice as high, two Light Tanks would have been destroyed in that combat round, since 18 damage exceeded the remaining health of 2 Light Tanks.<br />
<br />
</div><br />
<h4>Building and morale damage</h4><br />
<div><br />
Province [[MORALE & UPRISINGS|'''morale''']] and province '''[[BUILDINGS|buildings]]''' can also take damage when the '''[[PROVINCES|province]]''' is directly attacked or when an army is attacked in direct vicinity of the province center. The damage dealt to the province's morale and buildings is calculated separately of the unit combat, thus one cannot affect the other.<br />
<br />
<br />
The damage dealt to the province's morale or to the province’s buildings is determined by the attacking army's morale damage value or building damage value respectively. Similar to unit combat there is a +-20% random factor induced into the calculation. Only full morale percentage points and only full building hitpoints can be removed. If the attacking army deals less than 1 point of damage, a random roll determines if 1 point of damage is applied or not.<br />
<br />
<br />
If more than one building was constructed in the province, a random roll determines if damage is spread out between multiple buildings or not. Sometimes only a single building may be hit with the full damage, other times the damage may be split evenly between multiple buildings. <br />
</div></div>Userhttps://wiki.callofwar.com/index.php?title=COMBAT&diff=876COMBAT2023-04-13T16:00:52Z<p>User: </p>
<hr />
<div><h3>Combat</h3><br />
<div>Combat is the core of ''Call of War''<nowiki/>'s gameplay and usually happens when two hostile armies meat eachother on the map, or when an army enters a foreign '''[[PROVINCES|province]]'''. Conquering provinces and fighting other armies is essential to winning the game and is encouraged. Below we will explain some of combat's basic concepts and also provide more advanced knowledge how combat results are calculated.<br />
</div><br />
<h3>Conquering provinces</h3><br />
<div><br />
When an army enters the center point of a foreign '''[[PROVINCES|province]]''' on the map (called the ''province center''), the province is conquered and changes ownership immediately. Province centers can be guarded by stationed armies, which automatically protect the province from being conquered. When an army enters a guarded province center of a foreign nation, combat occurs. Only after the attacker wins the battle and destroys the defender, the province is conquered and changes ownership.<br />
<br />
In the process of conquering a province the '''[[BUILDINGS|buildings]]''' in the province take damage and also the province morale is lowered severely to 25%.<br />
<br />
<br />
Allied nations can move through eachother's provinces without the provinces being conquered. A '''[[DIPLOMATIC RELATIONS|diplomatic relation]]''' of Right of Way, Shared Map or Shared Intelligence is required for that.<br />
<br />
<br />
If armies of multiple nations attack the same province, then the army which deals the final blow on the defending army will conquer the province. If the province is empty, then the nation which arrives first at the province conquers it.<br />
</div><br />
<h3>Combat Phases</h3><br />
<div><br />
Combat is triggered when one army attacks another army. During combat damage is exchanged every 30 minutes, and combat cycles through the following phases:<br />
<br />
#Calculation: The damage potential for each army is calculated based on its damage efficiency.<br />
#Reduction: The damage potential is reduced by defence modifiers of the receiving army.<br />
#Distribution: The reduced damage is distributed within the other army based on its army composition.<br />
#Steps 1 to 3 are repeated after a cooldown of 30min, until one army is defeated or combat is ended otherwise.<br />
<br />
<br /><br />
In '''[[GAME MODES|speed game]]''' rounds the combat cooldown can be faster, as this value refers to ingame time.<br />
It is also possible that both armies attack each other, in which case two combat cycles with all 4 phases would happen simultaneously (as explained in the sections below), thus speeding up the resolution of the exchange.<br />
</div><br />
<h3>Entering combat</h3><br />
<div>Combat can be initiated differently and also play out differently depending on which '''[[UNITS|unit]]''' types are participating in the battle.</div><br />
<h4>Melee combat</h4><br />
<div><br />
Melee combat (close combat) is triggered when enemy 2 armies are within close combat range of each other on the map.<br />
<br />
*The close combat range is 5 (game distance units).<br />
<br />
Melee combat is also triggered when 2 neutral armies (at peace) meet eachother on the territory belonging to one of the armies.<br />
<br />
<br />
Melee combat is not triggered when:<br />
<br />
*Allied armies meet.<br />
**Allied means '''[[DIPLOMATIC RELATIONS|diplomacy relations]]''' of Right of Way, Shared Map or Shared Intelligence.<br />
*Neutral armies (at peace) meet on sea or on 3rd party territory. Ranged armies need their Fire Control settings ('''[[HIGH COMMAND|Premium Account]]''' feature) to be set to Fire at Will, Return Fire or Hold Fire to not trigger combat.<br />
*One of the armies is invisible to the other army and has its fire control settings set to Return Fire or Hold Fire.<br />
<br />
When armies enter melee combat they are locked in combat until one side is defeated.<br />
</div><br />
<h4>Ranged combat</h4><br />
<div><br />
Ranged combat can be triggered when a target is located within the attack range circle of a ranged army. By issuing an attack command on the target, the ranged army moves towards the target and attacks as soon as the target gets into the range circle. Idling ranged armies also initiate combat automatically if an enemy army enters their attack range circle. Due to latency such ranged combat might also be triggered with a small delay.<br />
<br />
<br />
Armies in ranged combat are not locked in battle and are free to abort the combat by moving away.<br />
<br />
<br />
The start of ranged combat also depends on the fire control setting ('''[[HIGH COMMAND|Premium Account]]''' feature) of the ranged army:<br />
<br />
#''Aggressive:'' Ranged attack is initiated if the other army is a neutral unit ('''[[DIPLOMATIC RELATIONS|diplomatic relation]]''' of peace) or an enemy. The ranged army even pauses its movement orders to attack, before continuing to its destination.<br />
#''Offensive:'' Ranged attack is initiated if the other army is an enemy. The ranged army even pauses its movement orders to attack, before continuing to its destination.<br />
#''Fire at Will:'' Ranged attack is initiated if the other army is an enemy and the ranged army is not moving itself.<br />
#''Return Fire:'' Ranged attack is only initiated if the other army attacks first and the ranged army is not moving itself.<br />
#''Hold Fire:'' Ranged attack is not initiated even when being attacked.<br />
<br />
</div><br />
<h4>Air combat</h4><br />
<div><br />
Air combat via direct attack '''[[ARMY CONTROLS|commands]]''' results in melee combat, with the difference that both sides are not locked in combat and that the airplane returns to its airport for refueling after one combat cycle.<br />
<br />
*Airplanes return for refueling after every direct attack.<br />
*During its return flight the airplane cannot deviate from its course. It can still accept commands, but will only fulfill those once refueling is completed.<br />
*If the origin airbase of the aircraft is destroyed or captured, it will check if another friendly airbase is in range. If so, the plane will return to that one to refuel. If not, it will return to its origin, while also taking 25% crash landing damage.<br />
<br />
Another form of air combat can be triggered via the patrol command: In this mode the airplane automatically attacks all enemy units within its patrol radius, but units are not locked in combat in this mode. This means the patrol destination of a patroling airplane can also be re-positioned anytime.<br />
<br />
*During patrols aircraft deal damage every 15min instead of the standard 30min. The damage values of both sides are reduced accordingly by 50%.<br />
*If 2 enemy aircrafts patrol in the same area with overlapping patrol circles, they attack each other as well, while also returning defence damage to the other plane. In such a case the applied damage depends on the size of the area that is overlapping, with full damage only being applied if more than half of the circle areas overlap.<br />
<br />
</div><br />
<h4>Attacking vs. Defending</h4><br />
<div><br />
Combat values of units change depending on the combat stance of their army: ''Attacking'' or ''Defending''. The values for both stances are listed in the unit details panel as well as in the army info panel, opened via the info button in '''[[ARMY CONTROLS|army interface]]''' after selecting an army.<br />
<br />
<br /><br />
<br />
*Armies which are moving into another enemy army or which receive an attack '''[[ARMY CONTROLS|command]]''' onto another army are attacking during combat, using their attacking damage values only. This is indicated by the words 'attacking' in the army interface.<br />
**An attacking army displays an attack indicator on the map which shows the time until the next round of attack.<br />
**Special case: Armies which currently perform certain actions only defend and do not attack, even if they have an attack command or move command.<br />
***These actions are: Disembarking, Embarking, Waiting, Converting, Mobilizing, Upgrading, Refueling.<br />
*Idling Armies which are attacked are always defending and not attacking themselves. This is indicated by the words 'defending vs.' in the army interface, as well as an defence icon dispayed on the map. Defending armies deal out damage automatically each time they are attacked, using their defensive damage values only. Thus applying defence damage is not limited to the 30min combat intervals.<br />
**An army can only attack one other army but can defend against an unlimited number of attacking armies.<br />
**Attacking damage and defensive damage for land or sea based fights is exchanged at the same time.<br />
*If both armies attack each other, both armies are simultaneously attacking and defending, resulting in two combat cycles going on simultaneously.<br />
**Defending armies however can start attacking as well, if they receive a move or attack command during combat. At that point both sides become attackers and defenders. This cannot be reverted.<br />
*Armies with ranged '''[[UNITS|units]]''' are always attacking when bombarding another army. This is indicated by the words “bombarding” in the army interface. The bombarded army is not defending, which is indicated by the words “bombarded by” in the army interface. If 2 ranged armies attack each other, both are attacking but not defending, only using their attacking damage values.<br />
*Airplanes are always attacking when fighting via direct attack command or patrol command. The attacked army is always only defending. <br />
**Land or sea armies attacked by airplanes always deal out their defensive damage first before the attacking damage of the airplane is dealt out, giving defenders a small advantage. In air to air combat, attacking and defensive damage is applied at the same time.<br />
*Attacks always target all enemy armies in a radius of 5 around the main target, the attack damage gets split among these targeted armies. Thus all enemy armies in this radius become defenders. The defense damage of all defenders in the area is summed up before stack limits are applied, to prevent advantages from splitting troops.<br />
<br />
</div><br />
<h4>Combat Intervals</h4><br />
<div><br />
'''Melee & ranged attacks:''' <br />
<br />
Once every 30 minutes the attacking army attacks the defending army. Attacking damage is applied to the defender and defending damage is applied to the attacker simultaneously.<br />
<br />
*In '''[[GAME MODES|speed scenarios]]''' the cooldown is shorter.<br />
*If both armies attack each other, then there are 2 combat cycles happening at the same time, meaning that combat will be over twice as fast.<br />
*When the target army is destroyed in one hit, then the attack cooldown is reduced to 1 minute for the attacking army, meaning it can attack and deal damage to another army 1 minute later.<br />
<br />
'''Direct air attacks:''' <br />
<br />
The time between aircraft attacks varies based on the map distance between target and airfield as well as the airplane speed.<br />
<br />
'''Air patrol:'''<br />
<br />
Every 15 minutes the patrolling aircraft deals 50% of its attack damage to all enemy '''[[UNITS|units]]''' within its patrol radius, and receives 50% of their defence damage in return.<br />
<br />
*In speed maps the cooldown is shorter.<br />
</div><br />
<h3>Combat calculation</h3><br />
<div>The combat calculation always follows these steps:<br />
<br />
#Sum up the damage potential of the army against each armor class.<br />
#Increase or reduce damage value with a random factor between -20% and +20%.<br />
#Lower the damage potential based on the army's damage efficiency.<br />
#Deal out damage value to enemy army (the order depends on the combat type).<br />
#Reduce the received damage value based on the enemy army's protection value.<br />
#Distribute reduced damage value to '''[[UNITS|units]]''' in enemy army based on army composition.<br />
#Reduce hitpoints of units or destroy units based on amount of distributed damage.<br />
</div><br />
<h4>Damage potential</h4><br />
<div>[[File:Armyinfo popup1.png|thumb|543x543px]]For the attacking army its ''attack'' ''damage potential'' against all armor classes is calculated.<br />
<br />
For the defending army its ''defence damage potential'' against all armor classes is calculated. <br />
<br />
The damage potential is an indicator how much damage the army could deal against each armor class in an ideal scenario. The final damage however depends on the enemy army composition and damage reduction modifiers (see sections below).<br />
<br />
The damage potential is calculated by multiplying the base damage values of the '''[[UNITS|unit type]]''' with the unit amount, the terrain modifiers, the home defence bonus and the damage efficiency (see section below). <br />
<br />
*The '''[[TERRAIN|Terrain]]''' bonus influences the damage potential of a unit type. Each unit type has different terrain bonuses, which can be seen in the unit details panel (click on unit icon in army interface).<br />
*The Home Defence bonus influences the damage potential as well. It grants a 15% bonus in damage potential to armies which are located in a core province of their own nation, in addition to a 15% bonus in damage reduction.<br />
<br />
The damage potential against each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. The damage potential values displayed in this list are already reduced by the damage efficiency.<br />
<br />
<br />
The damage potential is also increased or reduced by a random value between -20% and +20%, in order to simulate altering circumstances on the battle field. This random factor is rolled again with each combat round.<br />
</div><br />
<h4>Damage efficiency</h4><br />
<div>[[File:Armyinfo popup2.png|thumb|543x543px]]The damage potential of an army is influenced by its damage efficiency. Without any reduction the damage efficiency is 100%, but it can be affected by several factors:<br />
<br />
*Lost hitpoints: <br />
**The damage efficiency is based on the current percentage of the '''[[UNITS|unit’s]]''' hitpoints (health). At maximum hitpoints the damage efficiency is not lowered, while near 0% health the damage efficiency is lowered to 20%. Between the minimum and maximum health value a linear curve is used to determine the efficiency.<br />
*Army size efficiency: <br />
**When more than 10 units are part of an army, the damage efficiency of the army is reduced, because not all units are participating in the fight.<br />
**Only the 10 strongest attack and defence damage values against each armor class are used in combat. The unused damage values determine the loss in efficiency.<br />
***As an example: If an army consists of 10 Anti Air units and 5 Infantry, then the damage values of 10 Anti Air are used when fighting against air targets, while the damage values of 5 Infantry and 5 Anti Air will be used when fighting against unarmored targets<br />
**When an army of more than 10 units needs to be assembled, the efficiency loss can be reduced by mixing units together which are most effective against different armor classes.<br />
<br />
<br />
The damage efficiency for each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. This value is multiplied with the base damage value against each armor class and results in the damage potential values to the left. <br />
</div><br />
<h4>Damage exchange order</h4><br />
<div class="list"><br />
The order in which damage is exchanged and afterwards distributed and applied depends on the combat type:<br />
<div><br />
[[File:Melee combat.png|thumb|400x400px]]<br />
<br />
*For melee land & sea battles:<br />
**The attack damage is applied at the same time as the defence damage.<br />
***This means that damage efficiency reduction due to lost hitpoints happens after the damage of that combat round was applied, so no side is at an disadvantage. It can even happen that both armies are destroyed at the same time in the last combat round.<br />
**If both armies attack each other and thus trigger 2 parallel combat cycles, one combat cycle can start a fraction of a second earlier than the second combat cycle. <br />
***This means that one of the armies may apply its attack damage milliseconds before the other army’s attack damage due to latency, but defence damage is still applied at the same time as attack damage.<br />
***Usually the army which received an active command triggers its combat cycle first.<br />
<br />
</div><br />
<div>[[File:Rangedcombat.png|thumb|400x400px]]<br />
<br />
*For ranged land & sea battles one of the ranged armies can be attacking a fraction of a second earlier than the other ranged army reacts due to latency, dealing its attack damage first and thus reducing the damage efficiency of the enemy before they counter attack.<br />
**Usually the army which received an active command triggers its combat cycle slightly earlier.<br />
<br />
</div><br />
<div>[[File:Aircombat.png|thumb|400x400px]]<br />
<br />
*For attacks or patrols by aircrafts against any '''[[UNITS|unit type]]''', the defence damage of the defender is applied to the attacker before the attack damage of the attacker is applied to the defender, no matter if the defender is a ground or air unit. This means that the damage efficiency of the aircraft can get reduced already before it is able to deal out its attack damage to the defender.<br />
<br />
</div><br />
</div><br />
<h4>Damage reduction</h4><br />
<div>[[File:Armyinfo popup protection.png|thumb|400x400px]]<br />
<br />
The calculated damage is reduced before being applied to the receiving army, if one of the following criteria is met:<br />
<br />
*The target army is standing in a province center where friendly fortifications or bunkers exist.<br />
**The amount of damage reduction depends on the building level and increases per level.<br />
*The target army is fighting in its own core provinces, which triggers the Home Defence bonus.<br />
**The Home Defence bonus grants the army a 15% bonus in damage reduction, in addition to a 15% bonus in damage potential.<br />
<br />
The percentage value of the protection is multiplied with the incoming damage values to determine the reduced damage values. <br />
<br />
More information on the current damage reduction can be seen in the protection tab in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. <br />
</div><br />
<h4>Damage distribution</h4><br />
<div>[[File:Armyinfo popup3.png|thumb|543x543px]]The final damage values for each armor class are distributed and applied to the target army based on the target army’s composition.<br />
<br />
*The army composition is determined by the amount of '''[[ARMY CONTROLS|units]]''' per armor class.<br />
*If for example the target army consists of 4 Heavy Tanks (heavy armor), 2 Infantry (unarmored) and 4 Militia (unarmored), the damage distribution for this army is 40% heavy armor and 60% unarmored.<br />
<br />
The incoming damage values for each armor class are multiplied by the target’s damage distribution percentages for each armor class to determine how much damage each armor class in the target army receives. <br />
<br />
*If for example the incoming damage is 100 against heavy armor and 200 against unarmored, the 4 heavy armored units of the example army mentioned above receive 40 damage (100 * 40%), while the 6 unarmored units receive 120 damage (200 * 60%).<br />
<br />
Within each armor class, the damage each unit type receives is based on the share of unit types within that class. <br />
<br />
*In the example army mentioned above the 2 Infantry receive 40 damage (33% of the 120 unarmored damage) and the 4 Militias also receive 80 damage (67% of the 120 unarmored damage).<br />
<br />
The damage distribution for each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. Reminder: The damage distribution column in this table only refers to the distribution of incoming damage, not the distribution of outgoing damage. Therefore this column has to be checked for the enemy army, while the first 2 column have to be checked for the own army to estimate the damage dealt in combat. <br />
<br />
For attacking damage, all enemy armies in a radius of 5 around the main target share the damage (splash damage). The damage is split among the attacked armies depending on their amount of units, using the same distribution calculation presented in the examples above. <br />
<br />
For defense damage, all attacked armies contribute to the same defense damage value that is dealt back to the attacking army (without splash damage). The defense damage of these armies is summed up before stack limits are applied to prevent advantages from splitting troops. <br />
<br />
</div><br />
<h4>Reducing hitpoint and destroying units</h4><br />
<div><br />
The last phase of a combat round is the distribution of the damage to the various '''[[UNITS|unit types]]''' within the army (see damage distribution above). The incoming damage is then spread evenly among units of the same type.<br />
<br />
<br />
When damage is applied, there is a check if units of that unit type are destroyed. Units can be destroyed once the hitpoints for the whole unit type drop below 50%.<br />
<br />
<br /><br />
<br />
*Below 50% hitpoints a unit being destroyed depends on the amount of incoming damage compared to the remaining hitpoints of each unit within the unit type. If the incoming damage exceeds the remaining hitpoints of one or more units, one or more units are destroyed.<br />
*Example:<br />
**5 Light Tanks are part of an army and have a maximum of 20 hitpoints each, for a combined hitpoint total of 100.<br />
**During battle the Light Tank unit type drops to 50% health, meaning 50 hitpoints in total and 10 hitpoints per unit remain.<br />
**The army is attacked again with an attack damage of 9. 9 damage is not enough to kill one of the Light Tanks, who each still have 10 hitpoints remaining, therefore no unit dies. The hitpoint total drops to 41, each of the 5 Light Tanks now has 8.2 health left.<br />
**The army is attacked again with an attack damage of 9. This damage now exceeds the remaining hitpoints of one Light Tank. Therefore one Light Tank is destroyed. The total hitpoint amount now drops to 32, with each of the 4 remaining Light Tanks having 8 hitpoints left. This goes on until all Light Tanks are destroyed.<br />
***The next attack with 9 damage therefore would again result in 1 Light Tank being destroyed.<br />
***If the incoming damage would be twice as high, two Light Tanks would have been destroyed in that combat round, since 18 damage exceeded the remaining health of 2 Light Tanks.<br />
<br />
</div><br />
<h4>Building and morale damage</h4><br />
<div><br />
Province [[MORALE & UPRISINGS|'''morale''']] and province '''[[BUILDINGS|buildings]]''' can also take damage when the '''[[PROVINCES|province]]''' is directly attacked or when an army is attacked in direct vicinity of the province center. The damage dealt to the province's morale and buildings is calculated separately of the unit combat, thus one cannot affect the other.<br />
<br />
<br />
The damage dealt to the province's morale or to the province’s buildings is determined by the attacking army's morale damage value or building damage value respectively. Similar to unit combat there is a +-20% random factor induced into the calculation. Only full morale percentage points and only full building hitpoints can be removed. If the attacking army deals less than 1 point of damage, a random roll determines if 1 point of damage is applied or not.<br />
<br />
<br />
If more than one building was constructed in the province, a random roll determines if damage is spread out between multiple buildings or not. Sometimes only a single building may be hit with the full damage, other times the damage may be split evenly between multiple buildings. <br />
</div></div>Userhttps://wiki.callofwar.com/index.php?title=COMBAT&diff=875COMBAT2023-04-13T15:31:58Z<p>User: </p>
<hr />
<div><h3>Combat</h3><br />
<div>Combat is the core of ''Call of War''<nowiki/>'s gameplay and usually happens when two hostile armies meat eachother on the map, or when an army enters a foreign '''[[PROVINCES|province]]'''. Conquering provinces and fighting other armies is essential to winning the game and is encouraged. Below we will explain some of combat's basic concepts and also provide more advanced knowledge how combat results are calculated.<br />
</div><br />
<h3>Conquering provinces</h3><br />
<div><br />
When an army enters the center point of a foreign '''[[PROVINCES|province]]''' on the map (called the ''province center''), the province is conquered and changes ownership immediately. Province centers can be guarded by stationed armies, which automatically protect the province from being conquered. When an army enters a guarded province center of a foreign nation, combat occurs. Only after the attacker wins the battle and destroys the defender, the province is conquered and changes ownership.<br />
<br />
In the process of conquering a province the '''[[BUILDINGS|buildings]]''' in the province take damage and also the province morale is lowered severely to 25%.<br />
<br />
<br />
Allied nations can move through eachother's provinces without the provinces being conquered. A '''[[DIPLOMATIC RELATIONS|diplomatic relation]]''' of Right of Way, Shared Map or Shared Intelligence is required for that.<br />
<br />
<br />
If armies of multiple nations attack the same province, then the army which deals the final blow on the defending army will conquer the province. If the province is empty, then the nation which arrives first at the province conquers it.<br />
</div><br />
<h3>Combat Phases</h3><br />
<div><br />
Combat is triggered when one army attacks another army. During combat damage is exchanged every 30 minutes, and combat cycles through the following phases:<br />
<br />
#Calculation: The damage potential for each army is calculated based on its damage efficiency.<br />
#Reduction: The damage potential is reduced by defence modifiers of the receiving army.<br />
#Distribution: The reduced damage is distributed within the other army based on its army composition.<br />
#Steps 1 to 3 are repeated after a cooldown of 30min, until one army is defeated or combat is ended otherwise.<br />
<br />
<br /><br />
In '''[[GAME MODES|speed game]]''' rounds the combat cooldown can be faster, as this value refers to ingame time.<br />
It is also possible that both armies attack each other, in which case two combat cycles with all 4 phases would happen simultaneously (as explained in the sections below), thus speeding up the resolution of the exchange.<br />
</div><br />
<h3>Entering combat</h3><br />
<div>Combat can be initiated differently and also play out differently depending on which '''[[UNITS|unit]]''' types are participating in the battle.</div><br />
<h4>Melee combat</h4><br />
<div><br />
Melee combat (close combat) is triggered when enemy 2 armies are within close combat range of each other on the map.<br />
<br />
*The close combat range is 5 (game distance units).<br />
<br />
Melee combat is also triggered when 2 neutral armies (at peace) meet eachother on the territory belonging to one of the armies.<br />
<br />
<br />
Melee combat is not triggered when:<br />
<br />
*Allied armies meet.<br />
**Allied means '''[[DIPLOMATIC RELATIONS|diplomacy relations]]''' of Right of Way, Shared Map or Shared Intelligence.<br />
*Neutral armies (at peace) meet on sea or on 3rd party territory. Ranged armies need their Fire Control settings ('''[[HIGH COMMAND|Premium Account]]''' feature) to be set to Fire at Will, Return Fire or Hold Fire to not trigger combat.<br />
*One of the armies is invisible to the other army and has its fire control settings set to Return Fire or Hold Fire.<br />
<br />
When armies enter melee combat they are locked in combat until one side is defeated.<br />
</div><br />
<h4>Ranged combat</h4><br />
<div><br />
Ranged combat can be triggered when a target is located within the attack range circle of a ranged army. By issuing an attack command on the target, the ranged army moves towards the target and attacks as soon as the target gets into the range circle. Idling ranged armies also initiate combat automatically if an enemy army enters their attack range circle. Due to latency such ranged combat might also be triggered with a small delay.<br />
<br />
<br />
Armies in ranged combat are not locked in battle and are free to abort the combat by moving away.<br />
<br />
<br />
The start of ranged combat also depends on the fire control setting ('''[[HIGH COMMAND|Premium Account]]''' feature) of the ranged army:<br />
<br />
#''Aggressive:'' Ranged attack is initiated if the other army is a neutral unit ('''[[DIPLOMATIC RELATIONS|diplomatic relation]]''' of peace) or an enemy. The ranged army even pauses its movement orders to attack, before continuing to its destination.<br />
#''Offensive:'' Ranged attack is initiated if the other army is an enemy. The ranged army even pauses its movement orders to attack, before continuing to its destination.<br />
#''Fire at Will:'' Ranged attack is initiated if the other army is an enemy and the ranged army is not moving itself.<br />
#''Return Fire:'' Ranged attack is only initiated if the other army attacks first and the ranged army is not moving itself.<br />
#''Hold Fire:'' Ranged attack is not initiated even when being attacked.<br />
<br />
</div><br />
<h4>Air combat</h4><br />
<div><br />
Air combat via direct attack '''[[ARMY CONTROLS|commands]]''' results in melee combat, with the difference that both sides are not locked in combat and that the airplane returns to its airport for refueling after one combat cycle.<br />
<br />
*Airplanes return for refueling after every direct attack.<br />
*During its return flight the airplane cannot deviate from its course. It can still accept commands, but will only fulfill those once refueling is completed.<br />
*If the origin airbase of the aircraft is destroyed or captured, it will check if another friendly airbase is in range. If so, the plane will return to that one to refuel. If not, it will return to its origin, while also taking 25% crash landing damage.<br />
<br />
Another form of air combat can be triggered via the patrol command: In this mode the airplane automatically attacks all enemy units within its patrol radius, but units are not locked in combat in this mode. This means the patrol destination of a patroling airplane can also be re-positioned anytime.<br />
<br />
*During patrols aircraft deal damage every 15min instead of the standard 30min. The damage values of both sides are reduced accordingly by 50%.<br />
*If 2 enemy aircrafts patrol in the same area with overlapping patrol circles, they attack each other as well, while also returning defence damage to the other plane. In such a case the applied damage depends on the size of the area that is overlapping, with full damage only being applied if more than half of the circle areas overlap.<br />
<br />
</div><br />
<h4>Attacking vs. Defending</h4><br />
<div><br />
Combat values of units change depending on the combat stance of their army: ''Attacking'' or ''Defending''. The values for both stances are listed in the unit details panel as well as in the army info panel, opened via the info button in '''[[ARMY CONTROLS|army interface]]''' after selecting an army.<br />
<br />
<br /><br />
<br />
*Armies which are moving into another enemy army or which receive an attack '''[[ARMY CONTROLS|command]]''' onto another army are attacking during combat, using their attacking damage values only. This is indicated by the words 'attacking' in the army interface.<br />
**An attacking army displays an attack indicator on the map which shows the time until the next round of attack.<br />
**Special case: Armies which currently perform certain actions only defend and do not attack, even if they have an attack command or move command.<br />
***These actions are: Disembarking, Embarking, Waiting, Converting, Mobilizing, Upgrading, Refueling.<br />
*Armies which are attacked are always defending and not attacking themselves. This is indicated by the words 'defending vs.' in the army interface, as well as an defence icon dispayed on the map. Defending armies deal out damage automatically each time they are attacked, using their defensive damage values only. Thus applying defence damage is not limited to the 30min combat intervals.<br />
**An army can only attack one other army but can defend against an unlimited number of attacking armies.<br />
**Attacking damage and defensive damage for land or sea based fights is exchanged at the same time.<br />
*If both armies attack each other, both armies are simultaneously attacking and defending, resulting in two combat cycles going on simultaneously.<br />
**Defending armies however can start attacking as well, if they receive a move or attack command during combat. At that point both sides become attackers and defenders. This cannot be reverted.<br />
*Armies with ranged '''[[UNITS|units]]''' are always attacking when bombarding another army. This is indicated by the words “bombarding” in the army interface. The bombarded army is not defending, which is indicated by the words “bombarded by” in the army interface. If 2 ranged armies attack each other, both are attacking but not defending, only using their attacking damage values.<br />
*Airplanes are always attacking when fighting via direct attack command or patrol command. The attacked army is always only defending. <br />
**Land or sea armies attacked by airplanes always deal out their defensive damage first before the attacking damage of the airplane is dealt out, giving defenders a small advantage. In air to air combat, attacking and defensive damage is applied at the same time.<br />
<br />
</div><br />
<h4>Combat Intervals</h4><br />
<div><br />
'''Melee & ranged attacks:''' <br />
<br />
Once every 30 minutes the attacking army attacks the defending army. Attacking damage is applied to the defender and defending damage is applied to the attacker simultaneously.<br />
<br />
*In '''[[GAME MODES|speed scenarios]]''' the cooldown is shorter.<br />
*If both armies attack each other, then there are 2 combat cycles happening at the same time, meaning that combat will be over twice as fast.<br />
*When the target army is destroyed in one hit, then the attack cooldown is reduced to 1 minute for the attacking army, meaning it can attack and deal damage to another army 1 minute later.<br />
<br />
'''Direct air attacks:''' <br />
<br />
The time between aircraft attacks varies based on the map distance between target and airfield as well as the airplane speed.<br />
<br />
'''Air patrol:'''<br />
<br />
Every 15 minutes the patrolling aircraft deals 50% of its attack damage to all enemy '''[[UNITS|units]]''' within its patrol radius, and receives 50% of their defence damage in return.<br />
<br />
*In speed maps the cooldown is shorter.<br />
</div><br />
<h3>Combat calculation</h3><br />
<div>The combat calculation always follows these steps:<br />
<br />
#Sum up the damage potential of the army against each armor class.<br />
#Increase or reduce damage value with a random factor between -20% and +20%.<br />
#Lower the damage potential based on the army's damage efficiency.<br />
#Deal out damage value to enemy army (the order depends on the combat type).<br />
#Reduce the received damage value based on the enemy army's protection value.<br />
#Distribute reduced damage value to '''[[UNITS|units]]''' in enemy army based on army composition.<br />
#Reduce hitpoints of units or destroy units based on amount of distributed damage.<br />
</div><br />
<h4>Damage potential</h4><br />
<div>[[File:Armyinfo popup1.png|thumb|543x543px]]For the attacking army its ''attack'' ''damage potential'' against all armor classes is calculated.<br />
<br />
For the defending army its ''defence damage potential'' against all armor classes is calculated. <br />
<br />
The damage potential is an indicator how much damage the army could deal against each armor class in an ideal scenario. The final damage however depends on the enemy army composition and damage reduction modifiers (see sections below).<br />
<br />
The damage potential is calculated by multiplying the base damage values of the '''[[UNITS|unit type]]''' with the unit amount, the terrain modifiers, the home defence bonus and the damage efficiency (see section below). <br />
<br />
*The '''[[TERRAIN|Terrain]]''' bonus influences the damage potential of a unit type. Each unit type has different terrain bonuses, which can be seen in the unit details panel (click on unit icon in army interface).<br />
*The Home Defence bonus influences the damage potential as well. It grants a 15% bonus in damage potential to armies which are located in a core province of their own nation, in addition to a 15% bonus in damage reduction.<br />
<br />
The damage potential against each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. The damage potential values displayed in this list are already reduced by the damage efficiency.<br />
<br />
<br />
The damage potential is also increased or reduced by a random value between -20% and +20%, in order to simulate altering circumstances on the battle field. This random factor is rolled again with each combat round.<br />
</div><br />
<h4>Damage efficiency</h4><br />
<div>[[File:Armyinfo popup2.png|thumb|543x543px]]The damage potential of an army is influenced by its damage efficiency. Without any reduction the damage efficiency is 100%, but it can be affected by several factors:<br />
<br />
*Lost hitpoints: <br />
**The damage efficiency is based on the current percentage of the '''[[UNITS|unit’s]]''' hitpoints (health). At maximum hitpoints the damage efficiency is not lowered, while near 0% health the damage efficiency is lowered to 20%. Between the minimum and maximum health value a linear curve is used to determine the efficiency.<br />
*Army size efficiency: <br />
**When more than 10 units are part of an army, the damage efficiency of the army is reduced, because not all units are participating in the fight.<br />
**Only the 10 strongest attack and defence damage values against each armor class are used in combat. The unused damage values determine the loss in efficiency.<br />
***As an example: If an army consists of 10 Anti Air units and 5 Infantry, then the damage values of 10 Anti Air are used when fighting against air targets, while the damage values of 5 Infantry and 5 Anti Air will be used when fighting against unarmored targets<br />
**When an army of more than 10 units needs to be assembled, the efficiency loss can be reduced by mixing units together which are most effective against different armor classes.<br />
<br />
<br />
The damage efficiency for each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. This value is multiplied with the base damage value against each armor class and results in the damage potential values to the left. <br />
</div><br />
<h4>Damage exchange order</h4><br />
<div class="list"><br />
The order in which damage is exchanged and afterwards distributed and applied depends on the combat type:<br />
<div><br />
[[File:Melee combat.png|thumb|400x400px]]<br />
<br />
*For melee land & sea battles:<br />
**The attack damage is applied at the same time as the defence damage.<br />
***This means that damage efficiency reduction due to lost hitpoints happens after the damage of that combat round was applied, so no side is at an disadvantage. It can even happen that both armies are destroyed at the same time in the last combat round.<br />
**If both armies attack each other and thus trigger 2 parallel combat cycles, one combat cycle can start a fraction of a second earlier than the second combat cycle. <br />
***This means that one of the armies may apply its attack damage milliseconds before the other army’s attack damage due to latency, but defence damage is still applied at the same time as attack damage.<br />
***Usually the army which received an active command triggers its combat cycle first.<br />
<br />
</div><br />
<div>[[File:Rangedcombat.png|thumb|400x400px]]<br />
<br />
*For ranged land & sea battles one of the ranged armies can be attacking a fraction of a second earlier than the other ranged army reacts due to latency, dealing its attack damage first and thus reducing the damage efficiency of the enemy before they counter attack.<br />
**Usually the army which received an active command triggers its combat cycle slightly earlier.<br />
<br />
</div><br />
<div>[[File:Aircombat.png|thumb|400x400px]]<br />
<br />
*For attacks or patrols by aircrafts against any '''[[UNITS|unit type]]''', the defence damage of the defender is applied to the attacker before the attack damage of the attacker is applied to the defender, no matter if the defender is a ground or air unit. This means that the damage efficiency of the aircraft can get reduced already before it is able to deal out its attack damage to the defender.<br />
<br />
</div><br />
</div><br />
<h4>Damage reduction</h4><br />
<div>[[File:Armyinfo popup protection.png|thumb|400x400px]]<br />
<br />
The calculated damage is reduced before being applied to the receiving army, if one of the following criteria is met:<br />
<br />
*The target army is standing in a province center where friendly fortifications or bunkers exist.<br />
**The amount of damage reduction depends on the building level and increases per level.<br />
*The target army is fighting in its own core provinces, which triggers the Home Defence bonus.<br />
**The Home Defence bonus grants the army a 15% bonus in damage reduction, in addition to a 15% bonus in damage potential.<br />
<br />
The percentage value of the protection is multiplied with the incoming damage values to determine the reduced damage values. <br />
<br />
More information on the current damage reduction can be seen in the protection tab in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. <br />
</div><br />
<h4>Damage distribution</h4><br />
<div>[[File:Armyinfo popup3.png|thumb|543x543px]]The final damage values for each armor class are distributed and applied to the target army based on the target army’s composition.<br />
<br />
*The army composition is determined by the amount of '''[[ARMY CONTROLS|units]]''' per armor class.<br />
*If for example the target army consists of 4 Heavy Tanks (heavy armor), 2 Infantry (unarmored) and 4 Militia (unarmored), the damage distribution for this army is 40% heavy armor and 60% unarmored.<br />
<br />
The incoming damage values for each armor class are multiplied by the target’s damage distribution percentages for each armor class to determine how much damage each armor class in the target army receives. <br />
<br />
*If for example the incoming damage is 100 against heavy armor and 200 against unarmored, the 4 heavy armored units of the example army mentioned above receive 40 damage (100 * 40%), while the 6 unarmored units receive 120 damage (200 * 60%).<br />
<br />
Within each armor class, the damage each unit type receives is based on the share of unit types within that class. <br />
<br />
*In the example army mentioned above the 2 Infantry receive 40 damage (33% of the 120 unarmored damage) and the 4 Militias also receive 80 damage (67% of the 120 unarmored damage).<br />
<br />
The damage distribution for each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. Reminder: The damage distribution column in this table only refers to the distribution of incoming damage, not the distribution of outgoing damage. Therefore this column has to be checked for the enemy army, while the first 2 column have to be checked for the own army to estimate the damage dealt in combat. <br />
<br />
</div><br />
<h4>Reducing hitpoint and destroying units</h4><br />
<div><br />
The last phase of a combat round is the distribution of the damage to the various '''[[UNITS|unit types]]''' within the army (see damage distribution above). The incoming damage is then spread evenly among units of the same type.<br />
<br />
<br />
When damage is applied, there is a check if units of that unit type are destroyed. Units can be destroyed once the hitpoints for the whole unit type drop below 50%.<br />
<br />
<br /><br />
<br />
*Below 50% hitpoints a unit being destroyed depends on the amount of incoming damage compared to the remaining hitpoints of each unit within the unit type. If the incoming damage exceeds the remaining hitpoints of one or more units, one or more units are destroyed.<br />
*Example:<br />
**5 Light Tanks are part of an army and have a maximum of 20 hitpoints each, for a combined hitpoint total of 100.<br />
**During battle the Light Tank unit type drops to 50% health, meaning 50 hitpoints in total and 10 hitpoints per unit remain.<br />
**The army is attacked again with an attack damage of 9. 9 damage is not enough to kill one of the Light Tanks, who each still have 10 hitpoints remaining, therefore no unit dies. The hitpoint total drops to 41, each of the 5 Light Tanks now has 8.2 health left.<br />
**The army is attacked again with an attack damage of 9. This damage now exceeds the remaining hitpoints of one Light Tank. Therefore one Light Tank is destroyed. The total hitpoint amount now drops to 32, with each of the 4 remaining Light Tanks having 8 hitpoints left. This goes on until all Light Tanks are destroyed.<br />
***The next attack with 9 damage therefore would again result in 1 Light Tank being destroyed.<br />
***If the incoming damage would be twice as high, two Light Tanks would have been destroyed in that combat round, since 18 damage exceeded the remaining health of 2 Light Tanks.<br />
<br />
</div><br />
<h4>Building and morale damage</h4><br />
<div><br />
Province [[MORALE & UPRISINGS|'''morale''']] and province '''[[BUILDINGS|buildings]]''' can also take damage when the '''[[PROVINCES|province]]''' is directly attacked or when an army is attacked in direct vicinity of the province center. The damage dealt to the province's morale and buildings is calculated separately of the unit combat, thus one cannot affect the other.<br />
<br />
<br />
The damage dealt to the province's morale or to the province’s buildings is determined by the attacking army's morale damage value or building damage value respectively. Similar to unit combat there is a +-20% random factor induced into the calculation. Only full morale percentage points and only full building hitpoints can be removed. If the attacking army deals less than 1 point of damage, a random roll determines if 1 point of damage is applied or not.<br />
<br />
<br />
If more than one building was constructed in the province, a random roll determines if damage is spread out between multiple buildings or not. Sometimes only a single building may be hit with the full damage, other times the damage may be split evenly between multiple buildings. <br />
</div></div>Userhttps://wiki.callofwar.com/index.php?title=COMBAT&diff=874COMBAT2023-04-13T15:11:11Z<p>User: </p>
<hr />
<div><h3>Combat</h3><br />
<div>Combat is the core of ''Call of War''<nowiki/>'s gameplay and usually happens when two hostile armies meat eachother on the map, or when an army enters a foreign '''[[PROVINCES|province]]'''. Conquering provinces and fighting other armies is essential to winning the game and is encouraged. Below we will explain some of combat's basic concepts and also provide more advanced knowledge how combat results are calculated.<br />
</div><br />
<h3>Conquering provinces</h3><br />
<div><br />
When an army enters the center point of a foreign '''[[PROVINCES|province]]''' on the map (called the ''province center''), the province is conquered and changes ownership immediately. Province centers can be guarded by stationed armies, which automatically protect the province from being conquered. When an army enters a guarded province center of a foreign nation, combat occurs. Only after the attacker wins the battle and destroys the defender, the province is conquered and changes ownership.<br />
<br />
In the process of conquering a province the '''[[BUILDINGS|buildings]]''' in the province take damage and also the province morale is lowered severely to 25%.<br />
<br />
<br />
Allied nations can move through eachother's provinces without the provinces being conquered. A '''[[DIPLOMATIC RELATIONS|diplomatic relation]]''' of Right of Way, Shared Map or Shared Intelligence is required for that.<br />
<br />
<br />
If armies of multiple nations attack the same province, then the army which deals the final blow on the defending army will conquer the province. If the province is empty, then the nation which arrives first at the province conquers it.<br />
</div><br />
<h3>Combat Phases</h3><br />
<div><br />
Combat is triggered when one army attacks another army. During combat damage is exchanged every 30 minutes, and combat cycles through the following phases:<br />
<br />
#Calculation: The damage potential for each army is calculated based on its damage efficiency.<br />
#Reduction: The damage potential is reduced by defence modifiers of the receiving army.<br />
#Distribution: The reduced damage is distributed within the other army based on its army composition.<br />
#Steps 1 to 3 are repeated after a cooldown of 30min, until one army is defeated or combat is ended otherwise.<br />
<br />
<br /><br />
In '''[[GAME MODES|speed game]]''' rounds the combat cooldown can be faster, as this value refers to ingame time.<br />
It is also possible that both armies attack each other, in which case two combat cycles with all 4 phases would happen simultaneously (as explained in the sections below), thus speeding up the resolution of the exchange.<br />
</div><br />
<h3>Entering combat</h3><br />
<div>Combat can be initiated differently and also play out differently depending on which '''[[UNITS|unit]]''' types are participating in the battle.</div><br />
<h4>Melee combat</h4><br />
<div><br />
Melee combat (close combat) is triggered when 2 armies are within close combat range of each other on the map.<br />
<br />
*The close combat range is 5 (game distance units).<br />
<br />
When armies enter melee combat they are locked in combat until one side is defeated.<br />
<br />
<br />
Melee combat is not triggered when:<br />
<br />
*Allied armies meet.<br />
**Allied means '''[[DIPLOMATIC RELATIONS|diplomacy relations]]''' of Right of Way, Shared Map or Shared Intelligence.<br />
*Neutral armies (at peace) meet on sea, as long as their Fire Control settings ('''[[HIGH COMMAND|Premium Account]]''' feature) are set to Fire at Will, Return Fire or Hold Fire.<br />
*One of the armies is invisible to the other army and has its fire control settings set to Return Fire or Hold Fire.<br />
<br />
</div><br />
<h4>Ranged combat</h4><br />
<div><br />
Ranged combat can be triggered when a target is located within the attack range circle of a ranged army. By issuing an attack command on the target, the ranged army moves towards the target and attacks as soon as the target gets into the range circle. Idling ranged armies also initiate combat automatically if an enemy army enters their attack range circle. Due to latency such ranged combat might also be triggered with a small delay.<br />
<br />
<br />
Armies in ranged combat are not locked in battle and are free to abort the combat by moving away.<br />
<br />
<br />
The start of ranged combat also depends on the fire control setting ('''[[HIGH COMMAND|Premium Account]]''' feature) of the ranged army:<br />
<br />
#''Aggressive:'' Ranged attack is initiated if the other army is a neutral unit ('''[[DIPLOMATIC RELATIONS|diplomatic relation]]''' of peace) or an enemy. The ranged army even pauses its movement orders to attack, before continuing to its destination.<br />
#''Offensive:'' Ranged attack is initiated if the other army is an enemy. The ranged army even pauses its movement orders to attack, before continuing to its destination.<br />
#''Fire at Will:'' Ranged attack is initiated if the other army is an enemy and the ranged army is not moving itself.<br />
#''Return Fire:'' Ranged attack is only initiated if the other army attacks first and the ranged army is not moving itself.<br />
#''Hold Fire:'' Ranged attack is not initiated even when being attacked.<br />
<br />
</div><br />
<h4>Air combat</h4><br />
<div><br />
Air combat via direct attack '''[[ARMY CONTROLS|commands]]''' results in melee combat, with the difference that both sides are not locked in combat and that the airplane returns to its airport for refueling after one combat cycle.<br />
<br />
*Airplanes return for refueling after every direct attack.<br />
*During its return flight the airplane cannot deviate from its course. It can still accept commands, but will only fulfill those once refueling is completed.<br />
*If the origin airbase of the aircraft is destroyed or captured, it will check if another friendly airbase is in range. If so, the plane will return to that one to refuel. If not, it will return to its origin, while also taking 25% crash landing damage.<br />
<br />
Another form of air combat can be triggered via the patrol command: In this mode the airplane automatically attacks all enemy units within its patrol radius, but units are not locked in combat in this mode. This means the patrol destination of a patroling airplane can also be re-positioned anytime.<br />
<br />
*During patrols aircraft deal damage every 15min instead of the standard 30min. The damage values of both sides are reduced accordingly by 50%.<br />
*If 2 enemy aircrafts patrol in the same area with overlapping patrol circles, they attack each other as well, while also returning defence damage to the other plane. In such a case the applied damage depends on the size of the area that is overlapping, with full damage only being applied if more than half of the circle areas overlap.<br />
<br />
</div><br />
<h4>Attacking vs. Defending</h4><br />
<div><br />
Combat values of units change depending on the combat stance of their army: ''Attacking'' or ''Defending''. The values for both stances are listed in the unit details panel as well as in the army info panel, opened via the info button in '''[[ARMY CONTROLS|army interface]]''' after selecting an army.<br />
<br />
<br /><br />
<br />
*Armies which are moving into another enemy army or which receive an attack '''[[ARMY CONTROLS|command]]''' onto another army are attacking during combat, using their attacking damage values only. This is indicated by the words 'attacking' in the army interface.<br />
**An attacking army displays an attack indicator on the map which shows the time until the next round of attack.<br />
**Special case: Armies which currently perform certain actions only defend and do not attack, even if they have an attack command or move command.<br />
***These actions are: Disembarking, Embarking, Waiting, Converting, Mobilizing, Upgrading, Refueling.<br />
*Armies which are attacked are always defending and not attacking themselves. This is indicated by the words 'defending vs.' in the army interface, as well as an defence icon dispayed on the map. Defending armies deal out damage automatically each time they are attacked, using their defensive damage values only. Thus applying defence damage is not limited to the 30min combat intervals.<br />
**An army can only attack one other army but can defend against an unlimited number of attacking armies.<br />
**Attacking damage and defensive damage for land or sea based fights is exchanged at the same time.<br />
*If both armies attack each other, both armies are simultaneously attacking and defending, resulting in two combat cycles going on simultaneously.<br />
**Defending armies however can start attacking as well, if they receive a move or attack command during combat. At that point both sides become attackers and defenders. This cannot be reverted.<br />
*Armies with ranged '''[[UNITS|units]]''' are always attacking when bombarding another army. This is indicated by the words “bombarding” in the army interface. The bombarded army is not defending, which is indicated by the words “bombarded by” in the army interface. If 2 ranged armies attack each other, both are attacking but not defending, only using their attacking damage values.<br />
*Airplanes are always attacking when fighting via direct attack command or patrol command. The attacked army is always only defending. <br />
**Land or sea armies attacked by airplanes always deal out their defensive damage first before the attacking damage of the airplane is dealt out, giving defenders a small advantage. In air to air combat, attacking and defensive damage is applied at the same time.<br />
<br />
</div><br />
<h4>Combat Intervals</h4><br />
<div><br />
'''Melee & ranged attacks:''' <br />
<br />
Once every 30 minutes the attacking army attacks the defending army. Attacking damage is applied to the defender and defending damage is applied to the attacker simultaneously.<br />
<br />
*In '''[[GAME MODES|speed scenarios]]''' the cooldown is shorter.<br />
*If both armies attack each other, then there are 2 combat cycles happening at the same time, meaning that combat will be over twice as fast.<br />
*When the target army is destroyed in one hit, then the attack cooldown is reduced to 1 minute for the attacking army, meaning it can attack and deal damage to another army 1 minute later.<br />
<br />
'''Direct air attacks:''' <br />
<br />
The time between aircraft attacks varies based on the map distance between target and airfield as well as the airplane speed.<br />
<br />
'''Air patrol:'''<br />
<br />
Every 15 minutes the patrolling aircraft deals 50% of its attack damage to all enemy '''[[UNITS|units]]''' within its patrol radius, and receives 50% of their defence damage in return.<br />
<br />
*In speed maps the cooldown is shorter.<br />
</div><br />
<h3>Combat calculation</h3><br />
<div>The combat calculation always follows these steps:<br />
<br />
#Sum up the damage potential of the army against each armor class.<br />
#Increase or reduce damage value with a random factor between -20% and +20%.<br />
#Lower the damage potential based on the army's damage efficiency.<br />
#Deal out damage value to enemy army (the order depends on the combat type).<br />
#Reduce the received damage value based on the enemy army's protection value.<br />
#Distribute reduced damage value to '''[[UNITS|units]]''' in enemy army based on army composition.<br />
#Reduce hitpoints of units or destroy units based on amount of distributed damage.<br />
</div><br />
<h4>Damage potential</h4><br />
<div>[[File:Armyinfo popup1.png|thumb|543x543px]]For the attacking army its ''attack'' ''damage potential'' against all armor classes is calculated.<br />
<br />
For the defending army its ''defence damage potential'' against all armor classes is calculated. <br />
<br />
The damage potential is an indicator how much damage the army could deal against each armor class in an ideal scenario. The final damage however depends on the enemy army composition and damage reduction modifiers (see sections below).<br />
<br />
The damage potential is calculated by multiplying the base damage values of the '''[[UNITS|unit type]]''' with the unit amount, the terrain modifiers, the home defence bonus and the damage efficiency (see section below). <br />
<br />
*The '''[[TERRAIN|Terrain]]''' bonus influences the damage potential of a unit type. Each unit type has different terrain bonuses, which can be seen in the unit details panel (click on unit icon in army interface).<br />
*The Home Defence bonus influences the damage potential as well. It grants a 15% bonus in damage potential to armies which are located in a core province of their own nation, in addition to a 15% bonus in damage reduction.<br />
<br />
The damage potential against each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. The damage potential values displayed in this list are already reduced by the damage efficiency.<br />
<br />
<br />
The damage potential is also increased or reduced by a random value between -20% and +20%, in order to simulate altering circumstances on the battle field. This random factor is rolled again with each combat round.<br />
</div><br />
<h4>Damage efficiency</h4><br />
<div>[[File:Armyinfo popup2.png|thumb|543x543px]]The damage potential of an army is influenced by its damage efficiency. Without any reduction the damage efficiency is 100%, but it can be affected by several factors:<br />
<br />
*Lost hitpoints: <br />
**The damage efficiency is based on the current percentage of the '''[[UNITS|unit’s]]''' hitpoints (health). At maximum hitpoints the damage efficiency is not lowered, while near 0% health the damage efficiency is lowered to 20%. Between the minimum and maximum health value a linear curve is used to determine the efficiency.<br />
*Army size efficiency: <br />
**When more than 10 units are part of an army, the damage efficiency of the army is reduced, because not all units are participating in the fight.<br />
**Only the 10 strongest attack and defence damage values against each armor class are used in combat. The unused damage values determine the loss in efficiency.<br />
***As an example: If an army consists of 10 Anti Air units and 5 Infantry, then the damage values of 10 Anti Air are used when fighting against air targets, while the damage values of 5 Infantry and 5 Anti Air will be used when fighting against unarmored targets<br />
**When an army of more than 10 units needs to be assembled, the efficiency loss can be reduced by mixing units together which are most effective against different armor classes.<br />
<br />
<br />
The damage efficiency for each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. This value is multiplied with the base damage value against each armor class and results in the damage potential values to the left. <br />
</div><br />
<h4>Damage exchange order</h4><br />
<div class="list"><br />
The order in which damage is exchanged and afterwards distributed and applied depends on the combat type:<br />
<div><br />
[[File:Melee combat.png|thumb|400x400px]]<br />
<br />
*For melee land & sea battles:<br />
**The attack damage is applied at the same time as the defence damage.<br />
***This means that damage efficiency reduction due to lost hitpoints happens after the damage of that combat round was applied, so no side is at an disadvantage. It can even happen that both armies are destroyed at the same time in the last combat round.<br />
**If both armies attack each other and thus trigger 2 parallel combat cycles, one combat cycle can start a fraction of a second earlier than the second combat cycle. <br />
***This means that one of the armies may apply its attack damage milliseconds before the other army’s attack damage due to latency, but defence damage is still applied at the same time as attack damage.<br />
***Usually the army which received an active command triggers its combat cycle first.<br />
<br />
</div><br />
<div>[[File:Rangedcombat.png|thumb|400x400px]]<br />
<br />
*For ranged land & sea battles one of the ranged armies can be attacking a fraction of a second earlier than the other ranged army reacts due to latency, dealing its attack damage first and thus reducing the damage efficiency of the enemy before they counter attack.<br />
**Usually the army which received an active command triggers its combat cycle slightly earlier.<br />
<br />
</div><br />
<div>[[File:Aircombat.png|thumb|400x400px]]<br />
<br />
*For attacks or patrols by aircrafts against any '''[[UNITS|unit type]]''', the defence damage of the defender is applied to the attacker before the attack damage of the attacker is applied to the defender, no matter if the defender is a ground or air unit. This means that the damage efficiency of the aircraft can get reduced already before it is able to deal out its attack damage to the defender.<br />
<br />
</div><br />
</div><br />
<h4>Damage reduction</h4><br />
<div>[[File:Armyinfo popup protection.png|thumb|400x400px]]<br />
<br />
The calculated damage is reduced before being applied to the receiving army, if one of the following criteria is met:<br />
<br />
*The target army is standing in a province center where friendly fortifications or bunkers exist.<br />
**The amount of damage reduction depends on the building level and increases per level.<br />
*The target army is fighting in its own core provinces, which triggers the Home Defence bonus.<br />
**The Home Defence bonus grants the army a 15% bonus in damage reduction, in addition to a 15% bonus in damage potential.<br />
<br />
The percentage value of the protection is multiplied with the incoming damage values to determine the reduced damage values. <br />
<br />
More information on the current damage reduction can be seen in the protection tab in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. <br />
</div><br />
<h4>Damage distribution</h4><br />
<div>[[File:Armyinfo popup3.png|thumb|543x543px]]The final damage values for each armor class are distributed and applied to the target army based on the target army’s composition.<br />
<br />
*The army composition is determined by the amount of '''[[ARMY CONTROLS|units]]''' per armor class.<br />
*If for example the target army consists of 4 Heavy Tanks (heavy armor), 2 Infantry (unarmored) and 4 Militia (unarmored), the damage distribution for this army is 40% heavy armor and 60% unarmored.<br />
<br />
The incoming damage values for each armor class are multiplied by the target’s damage distribution percentages for each armor class to determine how much damage each armor class in the target army receives. <br />
<br />
*If for example the incoming damage is 100 against heavy armor and 200 against unarmored, the 4 heavy armored units of the example army mentioned above receive 40 damage (100 * 40%), while the 6 unarmored units receive 120 damage (200 * 60%).<br />
<br />
Within each armor class, the damage each unit type receives is based on the share of unit types within that class. <br />
<br />
*In the example army mentioned above the 2 Infantry receive 40 damage (33% of the 120 unarmored damage) and the 4 Militias also receive 80 damage (67% of the 120 unarmored damage).<br />
<br />
The damage distribution for each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. Reminder: The damage distribution column in this table only refers to the distribution of incoming damage, not the distribution of outgoing damage. Therefore this column has to be checked for the enemy army, while the first 2 column have to be checked for the own army to estimate the damage dealt in combat. <br />
<br />
</div><br />
<h4>Reducing hitpoint and destroying units</h4><br />
<div><br />
The last phase of a combat round is the distribution of the damage to the various '''[[UNITS|unit types]]''' within the army (see damage distribution above). The incoming damage is then spread evenly among units of the same type.<br />
<br />
<br />
When damage is applied, there is a check if units of that unit type are destroyed. Units can be destroyed once the hitpoints for the whole unit type drop below 50%.<br />
<br />
<br /><br />
<br />
*Below 50% hitpoints a unit being destroyed depends on the amount of incoming damage compared to the remaining hitpoints of each unit within the unit type. If the incoming damage exceeds the remaining hitpoints of one or more units, one or more units are destroyed.<br />
*Example:<br />
**5 Light Tanks are part of an army and have a maximum of 20 hitpoints each, for a combined hitpoint total of 100.<br />
**During battle the Light Tank unit type drops to 50% health, meaning 50 hitpoints in total and 10 hitpoints per unit remain.<br />
**The army is attacked again with an attack damage of 9. 9 damage is not enough to kill one of the Light Tanks, who each still have 10 hitpoints remaining, therefore no unit dies. The hitpoint total drops to 41, each of the 5 Light Tanks now has 8.2 health left.<br />
**The army is attacked again with an attack damage of 9. This damage now exceeds the remaining hitpoints of one Light Tank. Therefore one Light Tank is destroyed. The total hitpoint amount now drops to 32, with each of the 4 remaining Light Tanks having 8 hitpoints left. This goes on until all Light Tanks are destroyed.<br />
***The next attack with 9 damage therefore would again result in 1 Light Tank being destroyed.<br />
***If the incoming damage would be twice as high, two Light Tanks would have been destroyed in that combat round, since 18 damage exceeded the remaining health of 2 Light Tanks.<br />
<br />
</div><br />
<h4>Building and morale damage</h4><br />
<div><br />
Province [[MORALE & UPRISINGS|'''morale''']] and province '''[[BUILDINGS|buildings]]''' can also take damage when the '''[[PROVINCES|province]]''' is directly attacked or when an army is attacked in direct vicinity of the province center. The damage dealt to the province's morale and buildings is calculated separately of the unit combat, thus one cannot affect the other.<br />
<br />
<br />
The damage dealt to the province's morale or to the province’s buildings is determined by the attacking army's morale damage value or building damage value respectively. Similar to unit combat there is a +-20% random factor induced into the calculation. Only full morale percentage points and only full building hitpoints can be removed. If the attacking army deals less than 1 point of damage, a random roll determines if 1 point of damage is applied or not.<br />
<br />
<br />
If more than one building was constructed in the province, a random roll determines if damage is spread out between multiple buildings or not. Sometimes only a single building may be hit with the full damage, other times the damage may be split evenly between multiple buildings. <br />
</div></div>Userhttps://wiki.callofwar.com/index.php?title=COMBAT&diff=873COMBAT2023-04-13T15:08:41Z<p>User: </p>
<hr />
<div><h3>Combat</h3><br />
<div>Combat is the core of ''Call of War''<nowiki/>'s gameplay and usually happens when two hostile armies meat eachother on the map, or when an army enters a foreign '''[[PROVINCES|province]]'''. Conquering provinces and fighting other armies is essential to winning the game and is encouraged. Below we will explain some of combat's basic concepts and also provide more advanced knowledge how combat results are calculated.<br />
</div><br />
<h3>Conquering provinces</h3><br />
<div><br />
When an army enters the center point of a foreign '''[[PROVINCES|province]]''' on the map (called the ''province center''), the province is conquered and changes ownership immediately. Province centers can be guarded by stationed armies, which automatically protect the province from being conquered. When an army enters a guarded province center of a foreign nation, combat occurs. Only after the attacker wins the battle and destroys the defender, the province is conquered and changes ownership.<br />
<br />
In the process of conquering a province the '''[[BUILDINGS|buildings]]''' in the province take damage and also the province morale is lowered severely to 25%.<br />
<br />
<br />
Allied nations can move through eachother's provinces without the provinces being conquered. A '''[[DIPLOMATIC RELATIONS|diplomatic relation]]''' of Right of Way, Shared Map or Shared Intelligence is required for that.<br />
<br />
<br />
If armies of multiple nations attack the same province, then the army which deals the final blow on the defending army will conquer the province. If the province is empty, then the nation which arrives first at the province conquers it.<br />
</div><br />
<h3>Combat Phases</h3><br />
<div><br />
Combat is triggered when one army attacks another army. During combat damage is exchanged every 30 minutes, and combat cycles through the following phases:<br />
<br />
#Calculation: The damage potential for each army is calculated based on its damage efficiency.<br />
#Reduction: The damage potential is reduced by defence modifiers of the receiving army.<br />
#Distribution: The reduced damage is distributed within the other army based on its army composition.<br />
#Steps 1 to 3 are repeated after a cooldown of 30min, until one army is defeated or combat is ended otherwise.<br />
<br />
<br /><br />
In '''[[GAME MODES|speed game]]''' rounds the combat cooldown can be faster, as this value refers to ingame time.<br />
It is also possible that both armies attack each other, in which case two combat cycles with all 4 phases would happen simultaneously (as explained in the sections below), thus speeding up the resolution of the exchange.<br />
</div><br />
<h3>Entering combat</h3><br />
<div>Combat can be initiated differently and also play out differently depending on which '''[[UNITS|unit]]''' types are participating in the battle.</div><br />
<h4>Melee combat</h4><br />
<div><br />
Melee combat (close combat) is triggered when 2 armies are within close combat range of each other on the map.<br />
<br />
*The close combat range is 5 (game distance units).<br />
<br />
When armies enter melee combat they are locked in combat until one side is defeated.<br />
<br />
<br />
Melee combat is not triggered when:<br />
<br />
*Allied armies meet.<br />
**Allied means '''[[DIPLOMATIC RELATIONS|diplomacy relations]]''' of Right of Way, Shared Map or Shared Intelligence.<br />
*Neutral armies (at peace) meet on sea, as long as their Fire Control settings ('''[[HIGH COMMAND|Premium Account]]''' feature) are set to Fire at Will, Return Fire or Hold Fire.<br />
*One of the armies is invisible to the other army and has its fire control settings set to Return Fire or Hold Fire.<br />
<br />
</div><br />
<h4>Ranged combat</h4><br />
<div><br />
Ranged combat is triggered when a target is located within the attack range circle of a ranged army. Idling ranged armies also initiate combat automatically if an enemy army enters their attack range circle. Due to latency such ranged combat might also be triggered with a small delay.<br />
<br />
<br />
Armies in ranged combat are not locked in battle and are free to abort the combat by moving away.<br />
<br />
<br />
The start of ranged combat also depends on the fire control setting ('''[[HIGH COMMAND|Premium Account]]''' feature) of the ranged army:<br />
<br />
#''Aggressive:'' Ranged attack is initiated if the other army is a neutral unit ('''[[DIPLOMATIC RELATIONS|diplomatic relation]]''' of peace) or an enemy. The ranged army even pauses its movement orders to attack, before continuing to its destination.<br />
#''Offensive:'' Ranged attack is initiated if the other army is an enemy. The ranged army even pauses its movement orders to attack, before continuing to its destination.<br />
#''Fire at Will:'' Ranged attack is initiated if the other army is an enemy and the ranged army is not moving itself.<br />
#''Return Fire:'' Ranged attack is only initiated if the other army attacks first and the ranged army is not moving itself.<br />
#''Hold Fire:'' Ranged attack is not initiated even when being attacked.<br />
<br />
</div><br />
<h4>Air combat</h4><br />
<div><br />
Air combat via direct attack '''[[ARMY CONTROLS|commands]]''' results in melee combat, with the difference that both sides are not locked in combat and that the airplane returns to its airport for refueling after one combat cycle.<br />
<br />
*Airplanes return for refueling after every direct attack.<br />
*During its return flight the airplane cannot deviate from its course. It can still accept commands, but will only fulfill those once refueling is completed.<br />
*If the origin airbase of the aircraft is destroyed or captured, it will check if another friendly airbase is in range. If so, the plane will return to that one to refuel. If not, it will return to its origin, while also taking 25% crash landing damage.<br />
<br />
Another form of air combat can be triggered via the patrol command: In this mode the airplane automatically attacks all enemy units within its patrol radius, but units are not locked in combat in this mode. This means the patrol destination of a patroling airplane can also be re-positioned anytime.<br />
<br />
*During patrols aircraft deal damage every 15min instead of the standard 30min. The damage values of both sides are reduced accordingly by 50%.<br />
*If 2 enemy aircrafts patrol in the same area with overlapping patrol circles, they attack each other as well, while also returning defence damage to the other plane. In such a case the applied damage depends on the size of the area that is overlapping, with full damage only being applied if more than half of the circle areas overlap.<br />
<br />
</div><br />
<h4>Attacking vs. Defending</h4><br />
<div><br />
Combat values of units change depending on the combat stance of their army: ''Attacking'' or ''Defending''. The values for both stances are listed in the unit details panel as well as in the army info panel, opened via the info button in '''[[ARMY CONTROLS|army interface]]''' after selecting an army.<br />
<br />
<br /><br />
<br />
*Armies which are moving into another enemy army or which receive an attack '''[[ARMY CONTROLS|command]]''' onto another army are attacking during combat, using their attacking damage values only. This is indicated by the words 'attacking' in the army interface.<br />
**An attacking army displays an attack indicator on the map which shows the time until the next round of attack.<br />
**Special case: Armies which currently perform certain actions only defend and do not attack, even if they have an attack command or move command.<br />
***These actions are: Disembarking, Embarking, Waiting, Converting, Mobilizing, Upgrading, Refueling.<br />
*Armies which are attacked are always defending and not attacking themselves. This is indicated by the words 'defending vs.' in the army interface, as well as an defence icon dispayed on the map. Defending armies deal out damage automatically each time they are attacked, using their defensive damage values only. Thus applying defence damage is not limited to the 30min combat intervals.<br />
**An army can only attack one other army but can defend against an unlimited number of attacking armies.<br />
**Attacking damage and defensive damage for land or sea based fights is exchanged at the same time.<br />
*If both armies attack each other, both armies are simultaneously attacking and defending, resulting in two combat cycles going on simultaneously.<br />
**Defending armies however can start attacking as well, if they receive a move or attack command during combat. At that point both sides become attackers and defenders. This cannot be reverted.<br />
*Armies with ranged '''[[UNITS|units]]''' are always attacking when bombarding another army. This is indicated by the words “bombarding” in the army interface. The bombarded army is not defending, which is indicated by the words “bombarded by” in the army interface. If 2 ranged armies attack each other, both are attacking but not defending, only using their attacking damage values.<br />
*Airplanes are always attacking when fighting via direct attack command or patrol command. The attacked army is always only defending. <br />
**Land or sea armies attacked by airplanes always deal out their defensive damage first before the attacking damage of the airplane is dealt out, giving defenders a small advantage. In air to air combat, attacking and defensive damage is applied at the same time.<br />
<br />
</div><br />
<h4>Combat Intervals</h4><br />
<div><br />
'''Melee & ranged attacks:''' <br />
<br />
Once every 30 minutes the attacking army attacks the defending army. Attacking damage is applied to the defender and defending damage is applied to the attacker simultaneously.<br />
<br />
*In '''[[GAME MODES|speed scenarios]]''' the cooldown is shorter.<br />
*If both armies attack each other, then there are 2 combat cycles happening at the same time, meaning that combat will be over twice as fast.<br />
*When the target army is destroyed in one hit, then the attack cooldown is reduced to 1 minute for the attacking army, meaning it can attack and deal damage to another army 1 minute later.<br />
<br />
'''Direct air attacks:''' <br />
<br />
The time between aircraft attacks varies based on the map distance between target and airfield as well as the airplane speed.<br />
<br />
'''Air patrol:'''<br />
<br />
Every 15 minutes the patrolling aircraft deals 50% of its attack damage to all enemy '''[[UNITS|units]]''' within its patrol radius, and receives 50% of their defence damage in return.<br />
<br />
*In speed maps the cooldown is shorter.<br />
</div><br />
<h3>Combat calculation</h3><br />
<div>The combat calculation always follows these steps:<br />
<br />
#Sum up the damage potential of the army against each armor class.<br />
#Increase or reduce damage value with a random factor between -20% and +20%.<br />
#Lower the damage potential based on the army's damage efficiency.<br />
#Deal out damage value to enemy army (the order depends on the combat type).<br />
#Reduce the received damage value based on the enemy army's protection value.<br />
#Distribute reduced damage value to '''[[UNITS|units]]''' in enemy army based on army composition.<br />
#Reduce hitpoints of units or destroy units based on amount of distributed damage.<br />
</div><br />
<h4>Damage potential</h4><br />
<div>[[File:Armyinfo popup1.png|thumb|543x543px]]For the attacking army its ''attack'' ''damage potential'' against all armor classes is calculated.<br />
<br />
For the defending army its ''defence damage potential'' against all armor classes is calculated. <br />
<br />
The damage potential is an indicator how much damage the army could deal against each armor class in an ideal scenario. The final damage however depends on the enemy army composition and damage reduction modifiers (see sections below).<br />
<br />
The damage potential is calculated by multiplying the base damage values of the '''[[UNITS|unit type]]''' with the unit amount, the terrain modifiers, the home defence bonus and the damage efficiency (see section below). <br />
<br />
*The '''[[TERRAIN|Terrain]]''' bonus influences the damage potential of a unit type. Each unit type has different terrain bonuses, which can be seen in the unit details panel (click on unit icon in army interface).<br />
*The Home Defence bonus influences the damage potential as well. It grants a 15% bonus in damage potential to armies which are located in a core province of their own nation, in addition to a 15% bonus in damage reduction.<br />
<br />
The damage potential against each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. The damage potential values displayed in this list are already reduced by the damage efficiency.<br />
<br />
<br />
The damage potential is also increased or reduced by a random value between -20% and +20%, in order to simulate altering circumstances on the battle field. This random factor is rolled again with each combat round.<br />
</div><br />
<h4>Damage efficiency</h4><br />
<div>[[File:Armyinfo popup2.png|thumb|543x543px]]The damage potential of an army is influenced by its damage efficiency. Without any reduction the damage efficiency is 100%, but it can be affected by several factors:<br />
<br />
*Lost hitpoints: <br />
**The damage efficiency is based on the current percentage of the '''[[UNITS|unit’s]]''' hitpoints (health). At maximum hitpoints the damage efficiency is not lowered, while near 0% health the damage efficiency is lowered to 20%. Between the minimum and maximum health value a linear curve is used to determine the efficiency.<br />
*Army size efficiency: <br />
**When more than 10 units are part of an army, the damage efficiency of the army is reduced, because not all units are participating in the fight.<br />
**Only the 10 strongest attack and defence damage values against each armor class are used in combat. The unused damage values determine the loss in efficiency.<br />
***As an example: If an army consists of 10 Anti Air units and 5 Infantry, then the damage values of 10 Anti Air are used when fighting against air targets, while the damage values of 5 Infantry and 5 Anti Air will be used when fighting against unarmored targets<br />
**When an army of more than 10 units needs to be assembled, the efficiency loss can be reduced by mixing units together which are most effective against different armor classes.<br />
<br />
<br />
The damage efficiency for each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. This value is multiplied with the base damage value against each armor class and results in the damage potential values to the left. <br />
</div><br />
<h4>Damage exchange order</h4><br />
<div class="list"><br />
The order in which damage is exchanged and afterwards distributed and applied depends on the combat type:<br />
<div><br />
[[File:Melee combat.png|thumb|400x400px]]<br />
<br />
*For melee land & sea battles:<br />
**The attack damage is applied at the same time as the defence damage.<br />
***This means that damage efficiency reduction due to lost hitpoints happens after the damage of that combat round was applied, so no side is at an disadvantage. It can even happen that both armies are destroyed at the same time in the last combat round.<br />
**If both armies attack each other and thus trigger 2 parallel combat cycles, one combat cycle can start a fraction of a second earlier than the second combat cycle. <br />
***This means that one of the armies may apply its attack damage milliseconds before the other army’s attack damage due to latency, but defence damage is still applied at the same time as attack damage.<br />
***Usually the army which received an active command triggers its combat cycle first.<br />
<br />
</div><br />
<div>[[File:Rangedcombat.png|thumb|400x400px]]<br />
<br />
*For ranged land & sea battles one of the ranged armies can be attacking a fraction of a second earlier than the other ranged army reacts due to latency, dealing its attack damage first and thus reducing the damage efficiency of the enemy before they counter attack.<br />
**Usually the army which received an active command triggers its combat cycle slightly earlier.<br />
<br />
</div><br />
<div>[[File:Aircombat.png|thumb|400x400px]]<br />
<br />
*For attacks or patrols by aircrafts against any '''[[UNITS|unit type]]''', the defence damage of the defender is applied to the attacker before the attack damage of the attacker is applied to the defender, no matter if the defender is a ground or air unit. This means that the damage efficiency of the aircraft can get reduced already before it is able to deal out its attack damage to the defender.<br />
<br />
</div><br />
</div><br />
<h4>Damage reduction</h4><br />
<div>[[File:Armyinfo popup protection.png|thumb|400x400px]]<br />
<br />
The calculated damage is reduced before being applied to the receiving army, if one of the following criteria is met:<br />
<br />
*The target army is standing in a province center where friendly fortifications or bunkers exist.<br />
**The amount of damage reduction depends on the building level and increases per level.<br />
*The target army is fighting in its own core provinces, which triggers the Home Defence bonus.<br />
**The Home Defence bonus grants the army a 15% bonus in damage reduction, in addition to a 15% bonus in damage potential.<br />
<br />
The percentage value of the protection is multiplied with the incoming damage values to determine the reduced damage values. <br />
<br />
More information on the current damage reduction can be seen in the protection tab in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. <br />
</div><br />
<h4>Damage distribution</h4><br />
<div>[[File:Armyinfo popup3.png|thumb|543x543px]]The final damage values for each armor class are distributed and applied to the target army based on the target army’s composition.<br />
<br />
*The army composition is determined by the amount of '''[[ARMY CONTROLS|units]]''' per armor class.<br />
*If for example the target army consists of 4 Heavy Tanks (heavy armor), 2 Infantry (unarmored) and 4 Militia (unarmored), the damage distribution for this army is 40% heavy armor and 60% unarmored.<br />
<br />
The incoming damage values for each armor class are multiplied by the target’s damage distribution percentages for each armor class to determine how much damage each armor class in the target army receives. <br />
<br />
*If for example the incoming damage is 100 against heavy armor and 200 against unarmored, the 4 heavy armored units of the example army mentioned above receive 40 damage (100 * 40%), while the 6 unarmored units receive 120 damage (200 * 60%).<br />
<br />
Within each armor class, the damage each unit type receives is based on the share of unit types within that class. <br />
<br />
*In the example army mentioned above the 2 Infantry receive 40 damage (33% of the 120 unarmored damage) and the 4 Militias also receive 80 damage (67% of the 120 unarmored damage).<br />
<br />
The damage distribution for each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. Reminder: The damage distribution column in this table only refers to the distribution of incoming damage, not the distribution of outgoing damage. Therefore this column has to be checked for the enemy army, while the first 2 column have to be checked for the own army to estimate the damage dealt in combat. <br />
<br />
</div><br />
<h4>Reducing hitpoint and destroying units</h4><br />
<div><br />
The last phase of a combat round is the distribution of the damage to the various '''[[UNITS|unit types]]''' within the army (see damage distribution above). The incoming damage is then spread evenly among units of the same type.<br />
<br />
<br />
When damage is applied, there is a check if units of that unit type are destroyed. Units can be destroyed once the hitpoints for the whole unit type drop below 50%.<br />
<br />
<br /><br />
<br />
*Below 50% hitpoints a unit being destroyed depends on the amount of incoming damage compared to the remaining hitpoints of each unit within the unit type. If the incoming damage exceeds the remaining hitpoints of one or more units, one or more units are destroyed.<br />
*Example:<br />
**5 Light Tanks are part of an army and have a maximum of 20 hitpoints each, for a combined hitpoint total of 100.<br />
**During battle the Light Tank unit type drops to 50% health, meaning 50 hitpoints in total and 10 hitpoints per unit remain.<br />
**The army is attacked again with an attack damage of 9. 9 damage is not enough to kill one of the Light Tanks, who each still have 10 hitpoints remaining, therefore no unit dies. The hitpoint total drops to 41, each of the 5 Light Tanks now has 8.2 health left.<br />
**The army is attacked again with an attack damage of 9. This damage now exceeds the remaining hitpoints of one Light Tank. Therefore one Light Tank is destroyed. The total hitpoint amount now drops to 32, with each of the 4 remaining Light Tanks having 8 hitpoints left. This goes on until all Light Tanks are destroyed.<br />
***The next attack with 9 damage therefore would again result in 1 Light Tank being destroyed.<br />
***If the incoming damage would be twice as high, two Light Tanks would have been destroyed in that combat round, since 18 damage exceeded the remaining health of 2 Light Tanks.<br />
<br />
</div><br />
<h4>Building and morale damage</h4><br />
<div><br />
Province [[MORALE & UPRISINGS|'''morale''']] and province '''[[BUILDINGS|buildings]]''' can also take damage when the '''[[PROVINCES|province]]''' is directly attacked or when an army is attacked in direct vicinity of the province center. The damage dealt to the province's morale and buildings is calculated separately of the unit combat, thus one cannot affect the other.<br />
<br />
<br />
The damage dealt to the province's morale or to the province’s buildings is determined by the attacking army's morale damage value or building damage value respectively. Similar to unit combat there is a +-20% random factor induced into the calculation. Only full morale percentage points and only full building hitpoints can be removed. If the attacking army deals less than 1 point of damage, a random roll determines if 1 point of damage is applied or not.<br />
<br />
<br />
If more than one building was constructed in the province, a random roll determines if damage is spread out between multiple buildings or not. Sometimes only a single building may be hit with the full damage, other times the damage may be split evenly between multiple buildings. <br />
</div></div>Userhttps://wiki.callofwar.com/index.php?title=COMBAT&diff=872COMBAT2023-04-13T15:07:07Z<p>User: </p>
<hr />
<div><h3>Combat</h3><br />
<div>Combat is the core of ''Call of War''<nowiki/>'s gameplay and usually happens when two hostile armies meat eachother on the map, or when an army enters a foreign '''[[PROVINCES|province]]'''. Conquering provinces and fighting other armies is essential to winning the game and is encouraged. Below we will explain some of combat's basic concepts and also provide more advanced knowledge how combat results are calculated.<br />
</div><br />
<h3>Conquering provinces</h3><br />
<div><br />
When an army enters the center point of a foreign '''[[PROVINCES|province]]''' on the map (called the ''province center''), the province is conquered and changes ownership immediately. Province centers can be guarded by stationed armies, which automatically protect the province from being conquered. When an army enters a guarded province center of a foreign nation, combat occurs. Only after the attacker wins the battle and destroys the defender, the province is conquered and changes ownership.<br />
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In the process of conquering a province the '''[[BUILDINGS|buildings]]''' in the province take damage and also the province morale is lowered severely to 25%.<br />
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Allied nations can move through eachother's provinces without the provinces being conquered. A '''[[DIPLOMATIC RELATIONS|diplomatic relation]]''' of Right of Way, Shared Map or Shared Intelligence is required for that.<br />
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If armies of multiple nations attack the same province, then the army which deals the final blow on the defending army will conquer the province. If the province is empty, then the nation which arrives first at the province conquers it.<br />
</div><br />
<h3>Combat Phases</h3><br />
<div><br />
Combat is triggered when one army attacks another army. During combat damage is exchanged every 30 minutes, and combat cycles through the following phases:<br />
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#Calculation: The damage potential for each army is calculated based on its damage efficiency.<br />
#Reduction: The damage potential is reduced by defence modifiers of the receiving army.<br />
#Distribution: The reduced damage is distributed within the other army based on its army composition.<br />
#Steps 1 to 3 are repeated after a cooldown of 30min, until one army is defeated or combat is ended otherwise.<br />
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<br /><br />
In '''[[GAME MODES|speed game]]''' rounds the combat cooldown can be faster, as this value refers to ingame time.<br />
It is also possible that both armies attack each other, in which case two combat cycles with all 4 phases would happen simultaneously (as explained in the sections below), thus speeding up the resolution of the exchange.<br />
</div><br />
<h3>Entering combat</h3><br />
<div>Combat can be initiated differently and also play out differently depending on which '''[[UNITS|unit]]''' types are participating in the battle.</div><br />
<h4>Melee combat</h4><br />
<div><br />
Melee combat (close combat) is triggered when 2 armies are within close combat range of each other on the map.<br />
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*The close combat range is 5 (game distance units).<br />
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When armies enter melee combat they are locked in combat until one side is defeated.<br />
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Melee combat is not triggered when:<br />
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*Allied armies meet.<br />
**Allied means '''[[DIPLOMATIC RELATIONS|diplomacy relations]]''' of Right of Way, Shared Map or Shared Intelligence.<br />
*Neutral armies (at peace) meet on sea, as long as their Fire Control settings ('''[[HIGH COMMAND|Premium Account]]''' feature) are set to Fire at Will, Return Fire or Hold Fire.<br />
*One of the armies is invisible to the other army and has its fire control settings set to Return Fire or Hold Fire.<br />
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</div><br />
<h4>Ranged combat</h4><br />
<div><br />
Ranged combat is triggered when the range circle of a ranged army overlaps with the target on the map. Idling ranged armies also initiate combat automatically if an enemy army enters their attack range circle. Due to latency such ranged combat might also be triggered with a small delay.<br />
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Armies in ranged combat are not locked in battle and are free to abort the combat by moving away.<br />
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The start of ranged combat also depends on the fire control setting ('''[[HIGH COMMAND|Premium Account]]''' feature) of the ranged army:<br />
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#''Aggressive:'' Ranged attack is initiated if the other army is a neutral unit ('''[[DIPLOMATIC RELATIONS|diplomatic relation]]''' of peace) or an enemy. The ranged army even pauses its movement orders to attack, before continuing to its destination.<br />
#''Offensive:'' Ranged attack is initiated if the other army is an enemy. The ranged army even pauses its movement orders to attack, before continuing to its destination.<br />
#''Fire at Will:'' Ranged attack is initiated if the other army is an enemy and the ranged army is not moving itself.<br />
#''Return Fire:'' Ranged attack is only initiated if the other army attacks first and the ranged army is not moving itself.<br />
#''Hold Fire:'' Ranged attack is not initiated even when being attacked.<br />
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</div><br />
<h4>Air combat</h4><br />
<div><br />
Air combat via direct attack '''[[ARMY CONTROLS|commands]]''' results in melee combat, with the difference that both sides are not locked in combat and that the airplane returns to its airport for refueling after one combat cycle.<br />
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*Airplanes return for refueling after every direct attack.<br />
*During its return flight the airplane cannot deviate from its course. It can still accept commands, but will only fulfill those once refueling is completed.<br />
*If the origin airbase of the aircraft is destroyed or captured, it will check if another friendly airbase is in range. If so, the plane will return to that one to refuel. If not, it will return to its origin, while also taking 25% crash landing damage.<br />
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Another form of air combat can be triggered via the patrol command: In this mode the airplane automatically attacks all enemy units within its patrol radius, but units are not locked in combat in this mode. This means the patrol destination of a patroling airplane can also be re-positioned anytime.<br />
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*During patrols aircraft deal damage every 15min instead of the standard 30min. The damage values of both sides are reduced accordingly by 50%.<br />
*If 2 enemy aircrafts patrol in the same area with overlapping patrol circles, they attack each other as well, while also returning defence damage to the other plane. In such a case the applied damage depends on the size of the area that is overlapping, with full damage only being applied if more than half of the circle areas overlap.<br />
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</div><br />
<h4>Attacking vs. Defending</h4><br />
<div><br />
Combat values of units change depending on the combat stance of their army: ''Attacking'' or ''Defending''. The values for both stances are listed in the unit details panel as well as in the army info panel, opened via the info button in '''[[ARMY CONTROLS|army interface]]''' after selecting an army.<br />
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*Armies which are moving into another enemy army or which receive an attack '''[[ARMY CONTROLS|command]]''' onto another army are attacking during combat, using their attacking damage values only. This is indicated by the words 'attacking' in the army interface.<br />
**An attacking army displays an attack indicator on the map which shows the time until the next round of attack.<br />
**Special case: Armies which currently perform certain actions only defend and do not attack, even if they have an attack command or move command.<br />
***These actions are: Disembarking, Embarking, Waiting, Converting, Mobilizing, Upgrading, Refueling.<br />
*Armies which are attacked are always defending and not attacking themselves. This is indicated by the words 'defending vs.' in the army interface, as well as an defence icon dispayed on the map. Defending armies deal out damage automatically each time they are attacked, using their defensive damage values only. Thus applying defence damage is not limited to the 30min combat intervals.<br />
**An army can only attack one other army but can defend against an unlimited number of attacking armies.<br />
**Attacking damage and defensive damage for land or sea based fights is exchanged at the same time.<br />
*If both armies attack each other, both armies are simultaneously attacking and defending, resulting in two combat cycles going on simultaneously.<br />
**Defending armies however can start attacking as well, if they receive a move or attack command during combat. At that point both sides become attackers and defenders. This cannot be reverted.<br />
*Armies with ranged '''[[UNITS|units]]''' are always attacking when bombarding another army. This is indicated by the words “bombarding” in the army interface. The bombarded army is not defending, which is indicated by the words “bombarded by” in the army interface. If 2 ranged armies attack each other, both are attacking but not defending, only using their attacking damage values.<br />
*Airplanes are always attacking when fighting via direct attack command or patrol command. The attacked army is always only defending. <br />
**Land or sea armies attacked by airplanes always deal out their defensive damage first before the attacking damage of the airplane is dealt out, giving defenders a small advantage. In air to air combat, attacking and defensive damage is applied at the same time.<br />
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</div><br />
<h4>Combat Intervals</h4><br />
<div><br />
'''Melee & ranged attacks:''' <br />
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Once every 30 minutes the attacking army attacks the defending army. Attacking damage is applied to the defender and defending damage is applied to the attacker simultaneously.<br />
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*In '''[[GAME MODES|speed scenarios]]''' the cooldown is shorter.<br />
*If both armies attack each other, then there are 2 combat cycles happening at the same time, meaning that combat will be over twice as fast.<br />
*When the target army is destroyed in one hit, then the attack cooldown is reduced to 1 minute for the attacking army, meaning it can attack and deal damage to another army 1 minute later.<br />
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'''Direct air attacks:''' <br />
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The time between aircraft attacks varies based on the map distance between target and airfield as well as the airplane speed.<br />
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'''Air patrol:'''<br />
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Every 15 minutes the patrolling aircraft deals 50% of its attack damage to all enemy '''[[UNITS|units]]''' within its patrol radius, and receives 50% of their defence damage in return.<br />
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*In speed maps the cooldown is shorter.<br />
</div><br />
<h3>Combat calculation</h3><br />
<div>The combat calculation always follows these steps:<br />
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#Sum up the damage potential of the army against each armor class.<br />
#Increase or reduce damage value with a random factor between -20% and +20%.<br />
#Lower the damage potential based on the army's damage efficiency.<br />
#Deal out damage value to enemy army (the order depends on the combat type).<br />
#Reduce the received damage value based on the enemy army's protection value.<br />
#Distribute reduced damage value to '''[[UNITS|units]]''' in enemy army based on army composition.<br />
#Reduce hitpoints of units or destroy units based on amount of distributed damage.<br />
</div><br />
<h4>Damage potential</h4><br />
<div>[[File:Armyinfo popup1.png|thumb|543x543px]]For the attacking army its ''attack'' ''damage potential'' against all armor classes is calculated.<br />
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For the defending army its ''defence damage potential'' against all armor classes is calculated. <br />
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The damage potential is an indicator how much damage the army could deal against each armor class in an ideal scenario. The final damage however depends on the enemy army composition and damage reduction modifiers (see sections below).<br />
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The damage potential is calculated by multiplying the base damage values of the '''[[UNITS|unit type]]''' with the unit amount, the terrain modifiers, the home defence bonus and the damage efficiency (see section below). <br />
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*The '''[[TERRAIN|Terrain]]''' bonus influences the damage potential of a unit type. Each unit type has different terrain bonuses, which can be seen in the unit details panel (click on unit icon in army interface).<br />
*The Home Defence bonus influences the damage potential as well. It grants a 15% bonus in damage potential to armies which are located in a core province of their own nation, in addition to a 15% bonus in damage reduction.<br />
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The damage potential against each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. The damage potential values displayed in this list are already reduced by the damage efficiency.<br />
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The damage potential is also increased or reduced by a random value between -20% and +20%, in order to simulate altering circumstances on the battle field. This random factor is rolled again with each combat round.<br />
</div><br />
<h4>Damage efficiency</h4><br />
<div>[[File:Armyinfo popup2.png|thumb|543x543px]]The damage potential of an army is influenced by its damage efficiency. Without any reduction the damage efficiency is 100%, but it can be affected by several factors:<br />
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*Lost hitpoints: <br />
**The damage efficiency is based on the current percentage of the '''[[UNITS|unit’s]]''' hitpoints (health). At maximum hitpoints the damage efficiency is not lowered, while near 0% health the damage efficiency is lowered to 20%. Between the minimum and maximum health value a linear curve is used to determine the efficiency.<br />
*Army size efficiency: <br />
**When more than 10 units are part of an army, the damage efficiency of the army is reduced, because not all units are participating in the fight.<br />
**Only the 10 strongest attack and defence damage values against each armor class are used in combat. The unused damage values determine the loss in efficiency.<br />
***As an example: If an army consists of 10 Anti Air units and 5 Infantry, then the damage values of 10 Anti Air are used when fighting against air targets, while the damage values of 5 Infantry and 5 Anti Air will be used when fighting against unarmored targets<br />
**When an army of more than 10 units needs to be assembled, the efficiency loss can be reduced by mixing units together which are most effective against different armor classes.<br />
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The damage efficiency for each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. This value is multiplied with the base damage value against each armor class and results in the damage potential values to the left. <br />
</div><br />
<h4>Damage exchange order</h4><br />
<div class="list"><br />
The order in which damage is exchanged and afterwards distributed and applied depends on the combat type:<br />
<div><br />
[[File:Melee combat.png|thumb|400x400px]]<br />
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*For melee land & sea battles:<br />
**The attack damage is applied at the same time as the defence damage.<br />
***This means that damage efficiency reduction due to lost hitpoints happens after the damage of that combat round was applied, so no side is at an disadvantage. It can even happen that both armies are destroyed at the same time in the last combat round.<br />
**If both armies attack each other and thus trigger 2 parallel combat cycles, one combat cycle can start a fraction of a second earlier than the second combat cycle. <br />
***This means that one of the armies may apply its attack damage milliseconds before the other army’s attack damage due to latency, but defence damage is still applied at the same time as attack damage.<br />
***Usually the army which received an active command triggers its combat cycle first.<br />
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</div><br />
<div>[[File:Rangedcombat.png|thumb|400x400px]]<br />
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*For ranged land & sea battles one of the ranged armies can be attacking a fraction of a second earlier than the other ranged army reacts due to latency, dealing its attack damage first and thus reducing the damage efficiency of the enemy before they counter attack.<br />
**Usually the army which received an active command triggers its combat cycle slightly earlier.<br />
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</div><br />
<div>[[File:Aircombat.png|thumb|400x400px]]<br />
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*For attacks or patrols by aircrafts against any '''[[UNITS|unit type]]''', the defence damage of the defender is applied to the attacker before the attack damage of the attacker is applied to the defender, no matter if the defender is a ground or air unit. This means that the damage efficiency of the aircraft can get reduced already before it is able to deal out its attack damage to the defender.<br />
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</div><br />
</div><br />
<h4>Damage reduction</h4><br />
<div>[[File:Armyinfo popup protection.png|thumb|400x400px]]<br />
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The calculated damage is reduced before being applied to the receiving army, if one of the following criteria is met:<br />
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*The target army is standing in a province center where friendly fortifications or bunkers exist.<br />
**The amount of damage reduction depends on the building level and increases per level.<br />
*The target army is fighting in its own core provinces, which triggers the Home Defence bonus.<br />
**The Home Defence bonus grants the army a 15% bonus in damage reduction, in addition to a 15% bonus in damage potential.<br />
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The percentage value of the protection is multiplied with the incoming damage values to determine the reduced damage values. <br />
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More information on the current damage reduction can be seen in the protection tab in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. <br />
</div><br />
<h4>Damage distribution</h4><br />
<div>[[File:Armyinfo popup3.png|thumb|543x543px]]The final damage values for each armor class are distributed and applied to the target army based on the target army’s composition.<br />
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*The army composition is determined by the amount of '''[[ARMY CONTROLS|units]]''' per armor class.<br />
*If for example the target army consists of 4 Heavy Tanks (heavy armor), 2 Infantry (unarmored) and 4 Militia (unarmored), the damage distribution for this army is 40% heavy armor and 60% unarmored.<br />
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The incoming damage values for each armor class are multiplied by the target’s damage distribution percentages for each armor class to determine how much damage each armor class in the target army receives. <br />
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*If for example the incoming damage is 100 against heavy armor and 200 against unarmored, the 4 heavy armored units of the example army mentioned above receive 40 damage (100 * 40%), while the 6 unarmored units receive 120 damage (200 * 60%).<br />
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Within each armor class, the damage each unit type receives is based on the share of unit types within that class. <br />
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*In the example army mentioned above the 2 Infantry receive 40 damage (33% of the 120 unarmored damage) and the 4 Militias also receive 80 damage (67% of the 120 unarmored damage).<br />
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The damage distribution for each armor class is listed in the army info popup, which can be accessed via the info button in the '''[[ARMY CONTROLS|army interface]]'''. Reminder: The damage distribution column in this table only refers to the distribution of incoming damage, not the distribution of outgoing damage. Therefore this column has to be checked for the enemy army, while the first 2 column have to be checked for the own army to estimate the damage dealt in combat. <br />
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</div><br />
<h4>Reducing hitpoint and destroying units</h4><br />
<div><br />
The last phase of a combat round is the distribution of the damage to the various '''[[UNITS|unit types]]''' within the army (see damage distribution above). The incoming damage is then spread evenly among units of the same type.<br />
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When damage is applied, there is a check if units of that unit type are destroyed. Units can be destroyed once the hitpoints for the whole unit type drop below 50%.<br />
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*Below 50% hitpoints a unit being destroyed depends on the amount of incoming damage compared to the remaining hitpoints of each unit within the unit type. If the incoming damage exceeds the remaining hitpoints of one or more units, one or more units are destroyed.<br />
*Example:<br />
**5 Light Tanks are part of an army and have a maximum of 20 hitpoints each, for a combined hitpoint total of 100.<br />
**During battle the Light Tank unit type drops to 50% health, meaning 50 hitpoints in total and 10 hitpoints per unit remain.<br />
**The army is attacked again with an attack damage of 9. 9 damage is not enough to kill one of the Light Tanks, who each still have 10 hitpoints remaining, therefore no unit dies. The hitpoint total drops to 41, each of the 5 Light Tanks now has 8.2 health left.<br />
**The army is attacked again with an attack damage of 9. This damage now exceeds the remaining hitpoints of one Light Tank. Therefore one Light Tank is destroyed. The total hitpoint amount now drops to 32, with each of the 4 remaining Light Tanks having 8 hitpoints left. This goes on until all Light Tanks are destroyed.<br />
***The next attack with 9 damage therefore would again result in 1 Light Tank being destroyed.<br />
***If the incoming damage would be twice as high, two Light Tanks would have been destroyed in that combat round, since 18 damage exceeded the remaining health of 2 Light Tanks.<br />
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</div><br />
<h4>Building and morale damage</h4><br />
<div><br />
Province [[MORALE & UPRISINGS|'''morale''']] and province '''[[BUILDINGS|buildings]]''' can also take damage when the '''[[PROVINCES|province]]''' is directly attacked or when an army is attacked in direct vicinity of the province center. The damage dealt to the province's morale and buildings is calculated separately of the unit combat, thus one cannot affect the other.<br />
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The damage dealt to the province's morale or to the province’s buildings is determined by the attacking army's morale damage value or building damage value respectively. Similar to unit combat there is a +-20% random factor induced into the calculation. Only full morale percentage points and only full building hitpoints can be removed. If the attacking army deals less than 1 point of damage, a random roll determines if 1 point of damage is applied or not.<br />
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If more than one building was constructed in the province, a random roll determines if damage is spread out between multiple buildings or not. Sometimes only a single building may be hit with the full damage, other times the damage may be split evenly between multiple buildings. <br />
</div></div>Userhttps://wiki.callofwar.com/index.php?title=CONSTRUCTION_%26_PRODUCTION&diff=871CONSTRUCTION & PRODUCTION2023-04-13T11:02:32Z<p>User: </p>
<hr />
<div><h3>Construction and production</h3><br />
<div>To build up your army you need to produce new '''[[UNITS|units]]'''. In order to produce new units, you need to construct the necessary '''[[BUILDINGS|buildings]]''' in your '''[[PROVINCES|provinces]]'''.</div><br />
<h3>Accessing the build menu</h3><br />
<div>To construct new [[BUILDINGS|'''buildings''']] or to produce new '''[[UNITS|units]]''', you have to access the build menu. There are multiple ways to do this:</div><br />
<h4>On mobile</h4><br />
<div>[[File:Buildmenu access mobile.png|alt=|thumb|364x364px]]<br />
<br />
#Tap on a '''[[PROVINCES|province]]''' on the map to select it. <br />
#*If armies are stationed in the province, you may get a selection menu in which you can choose to select the province or the armies.<br />
#Tap on the construction button to open the build menu in the '''[[BUILDINGS|building]]''' construction tab.<br />
#Tap on the production button to open the build menu in one of the '''[[UNITS|unit]]''' production tabs. Unit production is only available in urban provinces.<br />
</div><br />
<h4>On desktop</h4><br />
<div>[[File:Buildmenu access desktop.png|alt=|thumb|683x683px]]<br />
<br />
#Click on a '''[[PROVINCES|province]]''' on the map to select it. <br />
#*If armies are stationed in the province, you have to click beside the army in order to select the province.<br />
#Click on the construction button to open the build menu in the '''[[BUILDINGS|building]]''' construction tab.<br />
#Click on the production button to open the build menu in one of the '''[[UNITS|unit]]''' production tabs. Unit production is only available in urban provinces.<br />
#*If a unit is currently in production like in the picture above, you see the production progress instead of the production button. You can still open the build menu by clicking on the unit image. The same is true for buildings currently being constructed.<br />
#If a unit is currently in production or a building is currently in construction, you can quickly speed up the process by clicking on the speed-up button below. This action skips 12 hours of build time, and costs '''[[GOLD & SHOP|gold]]'''. The exact gold price can be checked by hovering with the cursor on the button.<br />
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</div><br />
<h3>Using the build menu</h3><br />
<div><br />
When you open the build menu, you can construct new '''[[BUILDINGS|buildings]]''', upgrade existing buildings to higher levels, repair damaged buildings or produce new '''[[UNITS|units]]'''.<br />
</div><br />
<h4>On mobile</h4><br />
<div class="list_alphabet"><br />
<br />
<div>[[File:Buildmenu construction mobile.png|alt=|thumb|712x712px]]<br />
<br />
#The build menu opens inside the '''[[BUILDINGS|building]]''' construction tab when opening it via the construction button.<br />
#The name and available level for each constructible building is listed in the center list. If a building with a lower level exists in the province already, the next level of the building will be available here.<br />
#The icon and level of the constructible buildings is shown on the left side of each entry. By tapping on the icon, a popup with more details about the building is shown, including the effects it has on the '''[[PROVINCES|province]]'''.<br />
#The '''[[RESOURCES & MARKET|resource]]''' cost to construct the building is listed below the building name. It has to be paid up front when construction is started.<br />
#The build time needed to finish construction is shown to the right of the resources.<br />
#*Build times are increased if the province is at less than 80% '''[[MORALE & UPRISINGS|morale]]'''. In this case a warning with the build time penalty is displayed above the list.<br />
#Construction can be started by tapping on the construct button.<br />
#If an existing building is damaged, it can be repaired by tapping on the repair button.<br />
#*The current amount of hitpoints of the building is visualized via the red circle around the building icon.<br />
#If a building is currently in construction or a unit is currently in production, it is shown on top of the list, together with the remaining build time as well as the option to cancel or speed up the production with '''[[GOLD & SHOP|gold]]'''. This will skip 12h of build time.<br />
</div><br />
<div><br />
When opening up a '''[[UNITS|unit]]''' production tab inside the build menu:[[File:Buildmenu production mobile.png|alt=|thumb|712x712px]]<br />
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#The unit production tabs are separated by unit category and the required '''[[BUILDINGS|production building]]'''. For example, all infantry units that require Barracks are listed in the Infantry tab, while all tanks that require a Tank Plant are shown in the Tanks tab, and so on. You can switch freely between all the different unit tabs by tapping on them.<br />
#*You can also switch back to the buildings tab by tapping on it, or switch from the buildings tab to the unit tabs.<br />
#*The unit production tabs work exactly the same as the building construction tab in terms of functionality.<br />
#If a '''[[UNITS|unit]]''' is already in production in this province or not enough resources are available, the next unit can be queued. Production will automatically start after the current production is finished and enough '''[[RESOURCES & MARKET|resources]]''' are available. The same applies to buildings in the building construction tab. Units or buildings which are queued in other provinces may be prioritized depending on the order in which they were queued.<br />
#*Units or buildings in the build queue of this province are displayed at the top after tapping on the toggle button. You can remove items from the queue by tapping on their icon. The build queue allows you to schedule production & construction ahead of time and is an exclusive feature for owners of a '''[[HIGH COMMAND|Premium Account]]''', which can be purchased in the '''[[GOLD & SHOP|shop]]'''.<br />
#The armor class of a unit is shown to the left of its name. This helps with producing a diverse army.<br />
#New units can be produced by tapping the produce button. If the unit has not been researched yet, the produce button is unavailable, as shown in the picture. Head over to the research menu to research the unit before producing it.<br />
</div><br />
</div><br />
<h4>On Desktop</h4><br />
<div class="list_alphabet"><br />
<div>[[File:Buildmenu construction desktop.png|alt=|thumb|680x680px]]<br />
<br />
#The build menu opens inside the '''[[BUILDINGS|building]]''' construction tab when opening it via the construction button.<br />
#The name, the icon and the available level for each constructible building is shown on the left side. If a building with a lower level exists in the '''[[PROVINCES|province]]''' already, the next level of the building will be available here.<br />
#The '''[[RESOURCES & MARKET|resource]]''' cost to construct the building is listed in the middle. It has to be paid upfront when construction is started.<br />
#The build time needed to finish construction is shown to the right of the resources.<br />
#*Build times are increased if the province is at less than 80% '''[[MORALE & UPRISINGS|morale]]'''. In this case a warning with the build time penalty is displayed above the list.<br />
#By clicking on the info button a popup with more details about the building is shown, including the effects it has on the province.<br />
#Construction can be started by clicking on the build button.<br />
#If an existing building is damaged, it can be repaired by clicking on the repair button.<br />
#If a building is already in construction in this province or not enough resources are available at the moment, the next building can be queued. Construction will automatically start after the current construction is finished and enough resources are available. The same applies to units in the unit production tabs. Units or buildings which are queued in other provinces may get priority, depending on the order in which they were queued.<br />
#*Units or buildings in the build queue of this province are visualized at the top. You can remove items from the queue by clicking on their icon. The build queue allows you to schedule production & construction ahead of time and is an exclusive feature for owners of a '''[[HIGH COMMAND|Premium Account]]''', which can be purchased in the '''[[GOLD & SHOP|shop]]'''.<br />
#If a building is currently in construction or a unit is currently in production, it is shown on top of the list, together with the remaining build time as well as the option to cancel or speed up the production with gold. This will skip 12h of build time.<br />
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</div><br />
<div>[[File:Buildmenu production desktop.png|alt=|thumb|660x660px]]When opening up a '''[[UNITS|unit]]''' production tab inside the build menu:<br />
<br />
#The build menu shows one of the unit production tabs when opened via the production button. The unit production tabs are separated by unit category and the required '''[[BUILDINGS|production building]]'''. For example, all infantry units that require Barracks are listed in the Infantry tab, while all tanks that require a Tank Plant are shown in the Tanks tab, and so on. You can switch freely between all the different unit tabs by clicking on them.<br />
#*You can also switch back to the buildings tab by tapping on it, or switch from the buildings tab to the unit tabs.<br />
#*The unit production tabs work exactly the same as the building construction tab in terms of functionality.<br />
#The '''[[UNITS|unit]]''' production tabs work exactly the same as the building construction tab in terms of functionality. You can for example produce new units via the produce button or queue up the next unit if not enough resources are available at the moment or another unit is currently in production.<br />
#*The build queue allows you to schedule production & construction ahead of time and is an exclusive feature for owners of a '''[[HIGH COMMAND|Premium Account]]''', which can be purchased in the '''[[GOLD & SHOP|shop]]'''.<br />
#The armor class of a unit is shown to the left of its name. This helps with producing a diverse army.<br />
#If a unit has not been researched yet, the produce button is unavailable, as shown in the picture. Head over to the research menu to research the unit before producing it.</div></div><br />
<h3>Accessing the build menu for multiple provinces</h3><br />
<div><br />
It is possible to construct '''[[BUILDINGS|buildings]]''' or to produce '''[[UNITS|units]]''' in multiple '''[[PROVINCES|provinces]]''' simultaneously. This saves you the hassle to open the build menu in each individual province. There are multiple ways to do this:<br />
</div><br />
<h4>On mobile</h4><br />
<div><br />
<p><br />
You can select multiple provinces in the '''[[PROVINCE LIST|province list]]'''. For a general introduction to the province list, please read the '''[[PROVINCE LIST|province list]]''' page.<br />
</p><br />
<div>[[File:Buildmenu provincelistselect mobile.png|alt=|thumb|692x692px]]<br />
<br />
#Tap on Provinces in the menu at the bottom of the screen to open the '''[[PROVINCE LIST|province list]]'''.<br />
#Mark the provinces that you want to select by tapping on the open space in the list. The selected provinces are highlighted. Tapping them again deselects them.<br />
#Open the build menu for all selected provinces in the construction tab.<br />
#Open the build menu for all selected provinces in one of the production tabs.<br />
<br />
</div><br />
</div><br />
<h4>On desktop</h4><br />
<div><br />
<p>You can select multiple '''[[PROVINCES|provinces]]''' on the map itself.</p><br />
<div>[[File:Buildmenu multiselect desktop.png|alt=|thumb|660x660px]]<br />
<br />
#Hold down the CTRL button on your keyboard and click on the provinces you want to select. Selected provinces are highlighted on the map. Clicking them again will deselect them.<br />
#Open the build menu for all selected provinces in the construction tab.<br />
#Open the build menu for all selected provinces in one of the production tabs.<br />
#*If one of the provinces is currently producing a '''[[UNITS|unit]]''' or constructing a '''[[BUILDINGS|building]]''', you will see an icon like in the picture above. You can still click on the icon to open the build menu.<br />
#If a unit is currently in production or a building is currently in construction in one of the selected provinces, you can quickly speed up the process for all of them by clicking on the speed-up button below. This action skips 12 hours of build time, and costs '''[[GOLD & SHOP|gold]]'''. The exact gold price can be checked by hovering over the button with the cursor.<br />
<br />
</div><br />
<p>You can also select multiple provinces in the '''[[PROVINCE LIST|province list]]'''. For a general introduction to the province list, please read the '''[[PROVINCE LIST|province list]]''' page.<br />
</p><br />
<div>[[File:Buildmenu provincelistselect desktop.png|alt=|thumb|660x660px]]<br />
<br />
#Click on the '''[[PROVINCE LIST|Province List]]''' button on the right side of the screen to open the province list. Clicking the button again will close the list.<br />
#Mark the provinces that you want to select by clicking on their checkboxes on the left side of the list. The selected provinces are highlighted. You can deselect them by clicking on the box again.<br />
#*Alternatively you can also select multiple provinces by clicking and holding down the mouse button on any empty space in the list, then moving the cursor up or down to finally release the button again. All provinces that you moved your cursor over are then selected.<br />
#Open the build menu for all selected provinces in the construction tab by clicking on the construction buttons of one of the selected provinces.<br />
#Open the build menu for all selected provinces in one of the production tabs by clicking on the production buttons of one of the selected provinces.<br />
<br />
</div><br />
</div><br />
<h3>Constructing or producing in multiple provinces</h3><br />
<div>When you open the build menu with multiple '''[[PROVINCES|provinces]]''' selected, you can build in all of them simultaneously. Some additional information is displayed to help with this process:<br />
</div><br />
<h4>On mobile</h4><br />
<div class="list_alphabet">[[File:Buildmenu multiconstruction mobile.png|alt=|thumb|712x712px]]<br />
<br />
#The build menu shows all province names when it is opened while having multiple '''[[PROVINCES|provinces]]''' selected.<br />
#The number of productions and constructions is listed at the top if any of the selected provinces have an ongoing unit production or building construction. You can cancel or speed up all of them at the same time. Speed-up skips 12h of build time and costs '''[[GOLD & SHOP|gold]]'''.<br />
#You can construct multiple '''[[BUILDINGS|buildings]]''' or produce multiple '''[[UNITS|units]]''' simultaneously in all selected provinces. The number of items that will be built is displayed below the button. <br />
#*If one of the selected provinces cannot build the respective unit or building, it will only be started in the provinces which meet the requirements.<br />
#*If the selected provinces already contain different building levels of the building you want to construct, the construct button smartly builds the next available level in each selected province.<br />
#The sum of all '''[[RESOURCES & MARKET|resource]]''' costs is shown for the amount of items that can be built.<br />
#If the selected provinces already have different building levels in them, a toggle is displayed below the building icon to show a list of available levels for this building.<br />
#The available building levels are shown after activating the toggle. <br />
#*You can decide to only construct a certain building level by using the corresponding construct button.<br />
<br />
</div><br />
<h4>On Desktop</h4><br />
<div class="list_alphabet">[[File:Buildmenu multiconstruction desktop.png|alt=|thumb|666x666px]]<br />
<br />
#The build menu shows the all province names when it is opened while having multiple provinces selected.<br />
#The number of productions and constructions is listed at the top if any of the selected provinces have a '''[[UNITS|unit]]''' in production or a '''[[BUILDINGS|building]]''' in construction. You can cancel or speed up all of them at the same time. Speed-up skips 12h of build time and costs '''[[GOLD & SHOP|gold]]'''.<br />
#You can construct multiple buildings or produce multiple units simultaneously in all selected provinces. The number next to the hammer icon specifies the number of items that can be built directly, while the number next to the hourglass icon specifies the number of items that you can add to the build queue.<br />
#The sum of all '''[[RESOURCES & MARKET|resource]]''' costs is shown for the amount of items that can be built.<br />
#You can build or '''[[HIGH COMMAND|queue up]]''' units or buildings in all selected provinces with the buttons on the right. If one of the selected provinces can't build the respective unit or building, it will only be started in the provinces which meet the requirements. If the selected provinces already contain different building levels of the building you want to constructin them, the construct button smartly builds the next available levels in each selected province.<br />
#If the selected provinces already have different building levels in them, a toggle is displayed below the building icon to show a list of available levels for this building.<br />
#The available building levels are shown after activating the toggle.<br />
#*The amount of buildings per level that can be built or '''[[HIGH COMMAND|queued]]''' is displayed next to the hammer and hourglass icons. You can do so with the buttons on the right. Here 1 building would be produced or queued.<br />
#*Here 2 buildings would be produced or queued.<br />
<br />
</div><br />
<h3>Improving production times & minimum production time</h3><br />
<div><br />
When '''[[RESEARCH|researching]]''' higher levels of a '''[[UNITS|unit]]''' you will realize that it takes much longer to produce it than on its previous levels. This is because in most cases the build time of a unit is doubling when researching its next level. These increased build times can be lowered again by constructing higher levels of the required '''[[BUILDINGS|production building]]'''. <br />
<br />
Each level of the construction building halves the production time and it is highly recommended to upgrade them in order to keep production times on an acceptable level. The production time cannot be decreased below the minimum production time of a unit, which can be checked in the unit details (tap on the unit icon to open it). <br />
<br />
In most cases the minimum production time of a unit is reached when the production building is on the same level as the level of the unit (with the exception of some units which are unlocked at a later day of game). This means that upgrading production buildings to a higher level than the unit level has no effect (in most cases). <br />
<br />
Additionally production times of units and buildings are increased when the province has a '''[[MORALE & UPRISINGS|morale]]''' below 80%. Only provinces above 80% morale produce with optimal speed. <br />
<br />
For example: The optimal production time (minimum production time) for a level 3 Infantry is guaranteed when producing it with a level 3 Barracks and a province morale above 80%. <br />
</div></div>Userhttps://wiki.callofwar.com/index.php?title=POPULARITY_AND_AI&diff=870POPULARITY AND AI2023-04-12T09:44:46Z<p>User: </p>
<hr />
<div><h3>AI countries</h3><br />
<div><p>Some countries in the game may be controlled by AI (Artificial intelligence). They serve the purpose of keeping the game round challenging and entertaining, by emulating human-like playstyles. There are 3 reasons a country may be controlled by the AI:</p><br />
<br />
*The country was not picket by a joining player. The AI will play the country until a player selects it.<br />
*The player picking this country was not active in the round for the last 2 days. The AI will resume playing until the player becomes active again.<br />
*The country is too small to be played by a human player, and thus cannot be selected. It is permanently played by AI.<br />
</div><br />
<h3>Diplomacy with AI</h3><br />
<div><br />
<p><br />
You can determine if a country is controlled by a human player or by AI in the diplomacy list, where you can also alter your diplomatic relations to improve your popularity.</p></div><br />
<h4>On mobile</h4><br />
<div>[[File:AI diplomacy mobile.png|thumb|alt=|711x711px]]<p><br />
First, open the diplomacy menu at the bottom of the screen.</p><br />
<br />
#<p> On the left side in the '''[[DIPLOMATIC RELATIONS|Diplomacy menu]]''' you can see colored dots in the corner of the player flags. These colors represent the status of the player. Green indicates that the country is played actively by a human, red indicates that the country is controlled by an AI. Use this information to prioritize your attack targets around your country, or to alter your diplomatic relations.</p><br />
#<p> You can change your '''[[DIPLOMATIC RELATIONS|diplomatic relations]]''' towards other countries. Consider granting AI controlled countries Right of Way or Shared Map, this will improve your popularity with them. If your popularity is high AIs might even return the favor after a while and allow you to move through their country as well. But stay cautious when granting this to Ais that control inactive player countries, as those players could still return in the future. To avoid this, you can sart granting only small and unplayable AI countries these relations.</p></div><br />
<h4>On desktop</h4><br />
<div>[[File:AI diplomacy desktop.png|thumb|alt=|400x400px]]<p><br />
First, open the [[DIPLOMATIC RELATIONS|'''Diplomacy menu''']] at the left side the screen.</p><br />
<br />
#<p> The "AI" column in the Diplomacy menu shows an icon depicting a human player or a computer screen, indicating if the country is controlled by an active human player or by an AI. Use this information to prioritize your attack targets around your country, or to alter your diplomatic relations.</p><br />
#<p> You can change your '''[[DIPLOMATIC RELATIONS|diplomatic relations]]''' towards other countries. Consider granting AI controlled countries Right of Way or Shared Map, this will improve your popularity with them. If your popularity is high AIs might even return the favor after a while and allow you to move through their country as well. But stay cautious when granting this to AIs that control inactive player countries, as those players could still return in the future. To avoid this, you can sart granting only small and unplayable AI countries these relations.</p></div><br />
<h3>Popularity</h3><br />
<div><p>AI players also serve as a balancing factor in the game round and usually try to prevent dominant players from taking over the world. To achieve that AIs may decide to declare war on aggressive nations. How likely it is for an AI to declare war is determined by a leader's popularity with the AI country. </p><br />
<p>There are multiple factors that influence a leader's popularity with AI nations positively or negatively.</p><br />
</div><br />
<h4>Positive popularity influences</h4><br />
<div><p><br />
<br />
*Being at war with nations that the AI fights or that are unpopular already<br />
*Being friends (having Right of Way or better '''[[DIPLOMATIC RELATIONS|relations]]''') with the AI country<br />
*Being friends (having Right of Way or better '''[[DIPLOMATIC RELATIONS|relations]]''') with the AI country's friends and allies<br />
*Buying or selling resources from/to AI nations on the '''[[RESOURCES & MARKET|Stock Market]]'''<br />
*Receiving war declarations or surprise attacks from other nations<br />
</p></div><br />
<h4>Negative popularity influences</h4><br />
<div><p><br />
<br />
*Being at war with the AI country<br />
*Being at war with the AI country's friends and allies<br />
*Declaring war on popular nations (surprise attacks have the same effect as declaring war)<br />
*Being friends (having Right of Way or better '''[[DIPLOMATIC RELATIONS|relations]]''') with the AI country's enemies<br />
*Amassing a big army while already being unpopular with the AI country<br />
*Moving troops through the AI country without having Right of Way<br />
*Getting spies caught that were deployed in the AI country<br />
</p></div><br />
<h3>Checking popularity</h3><br />
<div><br />
<p><br />
You can check your and other's popularity in different panels. You can use this information to better influence your own popularity.</p></div><br />
<h4>On mobile</h4><br />
<div>[[File:Popularity in newspaper mobile.png|thumb|alt=|400x400px]]<br />
<p>First, open the '''[[NEWSPAPER|Newspaper]]''' via the menu at the bottom of the screen.</p><br />
<br />
*<p>In the articles tab, scroll down until you find the statistics called "The world's most popular nations" or "The world's most dreaded nations". In these lists countries are ranked by how popular or unpopular they are respectively. If you are high up on the most dreaded list, you can expect AIs to attack you soon, so beware! </p><br />
*<p> You can also use this information to improve your own popularity with AI. For example you could declare war on most dreaded nations, or you could ally yourself with most popular nations.</p></div><br />
<h4>On desktop</h4><br />
<div class="list"><div>[[File:Popularity in nation profile.png|thumb|alt=|400x400px]]<br />
<p>In the [[DIPLOMATIC RELATIONS|'''Diplomacy Menu''']], open a nation profile with the Info button.</p><br />
<br />
*<p>At the bottom of the nation profile you see how popular you are with this particular country. You can check the profiles of different AI nations to determine which ones like or dislike you.</p></div><br />
<div>[[File:Popularity in newspaper desktop.png|thumb|alt=|400x400px]]<br />
<p>You can also check popularity statistics in the '''[[NEWSPAPER|Newspaper]]'''.</p><br />
<br />
*<p>In the statistics tab, you may find statistics called "The world's most popular nations" or "The world's most dreaded nations". In these lists countries are ranked by how popular or unpopular they are respectively. If you are high up on the most dreaded list, you may expect AIs to attack you soon. </p><br />
*<p>You can also use this information to improve your own popularity with AI. For example, you could declare war on most dreaded nations, or you could ally yourself with most popular nations.</p></div></div></div>Userhttps://wiki.callofwar.com/index.php?title=Main_Page&diff=869Main Page2023-03-27T11:16:57Z<p>User: </p>
<hr />
<div><div class="row"><br />
<ul id="cow_navigation" class="small-3 columns nav_container show-for-medium-up"><br />
<li class="nav_header">BEGINNER HELP</li><br />
<li class="nav_item"><span>[[MAIN INTERFACE]]</span></li><br />
<li class="nav_item"><span>[[JOINING GAME ROUNDS]]</span></li><br />
<li class="nav_item"><span>[[GUIDE: HOW TO PLAY]]</span></li><br />
<li class="nav_item"><span>[[FREQUENTLY ASKED QUESTIONS (FAQ)]]</span></li><br />
<li class="nav_header">COUNTRY MANAGEMENT</li><br />
<li class="nav_item"><span>[[PROVINCES]]</span></li><br />
<li class="nav_item"><span>[[CONSTRUCTION & PRODUCTION]]</span></li><br />
<li class="nav_item"><span>[[PROVINCE LIST]]</span></li><br />
<li class="nav_item"><span>[[RESOURCES & MARKET]]</span></li><br />
<li class="nav_item"><span>[[MORALE & UPRISINGS]]</span></li><br />
<li class="nav_item"><span>[[BUILDINGS]]</span></li><br />
<li class="nav_header">WARFARE</li><br />
<li class="nav_item"><span>[[ARMY CONTROLS]]</span></li><br />
<li class="nav_item"><span>[[TERRAIN]]</span></li><br />
<li class="nav_item"><span>[[UNITS]]</span></li><br />
<li class="nav_item"><span>[[RESEARCH]]</span></li><br />
<li class="nav_item"><span>[[DOCTRINES]]</span></li><br />
<li class="nav_item"><span>[[COMBAT]]</span></li><br />
<li class="nav_item"><span>[[VICTORY CONDITIONS]]</span></li><br />
<li class="nav_item"><span>[[FOG OF WAR & STEALTH]]</span></li><br />
<li class="nav_item"><span>[[ESPIONAGE]]</span></li><br />
<li class="nav_header">DIPLOMACY</li><br />
<li class="nav_item"><span>[[DIPLOMATIC RELATIONS]]</span></li><br />
<li class="nav_item"><span>[[MESSAGES & TRADES]]</span></li><br />
<li class="nav_item"><span>[[COALITIONS]]</span></li><br />
<li class="nav_item"><span>[[POPULARITY AND AI]]</span></li><br />
<li class="nav_item"><span>[[NEWSPAPER]]</span></li><br />
<li class="nav_header">ADDITIONAL INFORMATION</li><br />
<li class="nav_item"><span>[[GAME MODES]]</span></li><br />
<li class="nav_item"><span>[[SETTINGS]]</span></li><br />
<li class="nav_item"><span>[[ALLIANCES]]</span></li><br />
<li class="nav_item"><span>[[RANKING]]</span></li><br />
<li class="nav_item"><span>[[STATISTICS & ACHIEVEMENTS]]</span></li><br />
<li class="nav_item"><span>[[GOLD & SHOP]]</span></li><br />
<li class="nav_item"><span>[[PREMIUM ACCOUNT]]</span></li><br />
<li class="nav_item"><span>[[ADVANCED MECHANICS]]</span></li><br />
<li class="nav_item"><span>[[CALL OF WAR CLASSIC]]</span></li><br />
</ul><br />
<div id="main_menu" class="large-9 medium-9 small-12 columns"><br />
<div class="main_page_header"><span>About the game<span></div><br />
<div class="main_page_content">[[File:Call of War banner.png|alt=|center|frameless|840x840px]]<br />
<p>''Call of War'' is a strategy multiplayer game set in the Second World War, featuring many historical units and historical scenarios.</p><br />
<p></p>As a player of ''Call of War'' you assume leadership over a country and try to achieve world domination. Strategic planning, tactical '''[[ARMY CONTROLS|troop maneuvers]]''' and smart [[DIPLOMATIC RELATIONS|'''diplomacy''']] play a key role in winning a game of ''Call of War''.<br />
<br />
''Call of War'' is played in game rounds that can span up to multiple weeks of real time. Game rounds either end after a fixed time duration or when a player or coalition accumulated enough '''[[VICTORY CONDITIONS|Victory Points]]'''. This means that at one point a game round will certainly end in victory or defeat for each player. No matter how they end, you can always play and '''[[JOINING GAME ROUNDS|join new game rounds]]''' of ''Call of War'' on a large variety of historical maps with many different playable countries. No game round will be the same and new challenges always await you!<br />
<br />
The game can be played cross-platform on mobile phones, on tablets, on desktop browsers (PC) and on Steam. After you set a username and password in the game '''[[SETTINGS|settings]]''' you can login with your account data on any platform and continue playing where you left. Try using the desktop version for precise troop controls or use the mobile version for giving quick commands on the go.<br />
<br />
<div class="show-for-medium-up"><br />
Play Call of War now in your web browser:<br />
<br />
'''https://www.callofwar.com/'''<br />
<br />
Play Call of War now on your mobile device:<br />
<br />
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</div><br />
<div class="hide-for-medium-up"><br />
Play Call of War now in your web browser:<br />
<br />
'''<nowiki>https://www.callofwar.com/</nowiki>'''<br />
<br />
Play Call of War now on your mobile device:<br />
<br />
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The game links above do not work when viewing this page inside the ''Call of War'' mobile app. Please visit the links with a web browser instead.<br />
</div><br />
</div><br />
<div class="main_page_header"><span>Basic ‘how to play’</span></div><br />
<div class="main_page_content"><br />
<p>Over the course of a <i>Call of War</i> game round you follow these basic steps:</p><br />
<br />
#'''[[RESEARCH|Research]]''' new '''[[UNITS|units]]'''.<br />
#'''[[CONSTRUCTION & PRODUCTION|Construct]]''' military '''[[BUILDINGS|buildings]]''' to enable unit production.<br />
#'''[[CONSTRUCTION & PRODUCTION|Produce]]''' various units to build up your army.<br />
#'''[[ARMY CONTROLS|Command]]''' your army and conquer other countries.<br />
#Construct buildings that improve your '''[[RESOURCES & MARKET|economy]]''' and '''[[MORALE & UPRISINGS|morale]]'''.<br />
#Invest gained resources into researching higher unit levels, into upgrading your province buildings and into upgrading your units on the field.<br />
#Repeat these steps until you conquered your enemies or gained enough '''[[VICTORY CONDITIONS|Victory Points]]''' to win the game.<p>We recommended that you spend your '''[[RESOURCES & MARKET|resources]]''' evenly on multiple research, production and construction categories. This ensures that you have a balanced economy as well as a diverse army that can beat any opponent.</p><br />
<p></p>There are optional steps and additional aspects of the game, like making new allies via '''[[DIPLOMATIC RELATIONS|diplomacy]]''' or trading resources on the '''[[RESOURCES & MARKET|stock market]]'''. They will enhance your chances of winning, if you make use of them. <br />
<br />
Browse through the different pages in this Wiki to gain in-depth knowledge about all aspects of the game.<br />
</div><br />
<div class="main_page_header"><span>Additional help</span></div><br />
<div class="main_page_content"><br />
<p>This Wiki explains ''Call of War'' in detail on various pages, each page covering a specific topic. Follow the golden links within a page to jump to related Wiki pages or use the Wiki navigation menu to browse through all available Wiki pages. If you still have questions, read the <b>[[FREQUENTLY_ASKED_QUESTIONS_(FAQ)|Frequently Asked Questions (FAQ)]]</b> page or head over to the [https://forum.callofwar.com/index.php?board/6-questions-and-answers/ '''Questions & Answers forums'''] to get answers from other players. You can also ask for help in the ingame help chat channel.</p><br />
</div><br />
<div class="main_page_header"><span>Rules</span></div><br />
<div class="main_page_content"><br />
<p>Wise generals know the terms of the battlefield they are fighting on. Please read our [https://bytro.helpshift.com/hc/faq/196 '''Game rules'''] and our '''[https://callofwar.com/index.php?id=274 Terms of Service].''' Not following the rules can result in temporary or permanent bans.</p><br />
</div><br />
</div></div>Userhttps://wiki.callofwar.com/index.php?title=ESPIONAGE&diff=868ESPIONAGE2023-02-22T20:55:48Z<p>User: </p>
<hr />
<div><h3>Espionage</h3><br />
<div><br />
Espionage is a game feature that allows you to gather helpful information about your enemies. There is a wide range of possible actions that your agents or spies can perform.<br />
</div><br />
<h3>Agents / Instant Actions</h3><br />
<div><br />
Agents perform instant actions in foreign '''[[PROVINCES|provinces]]''' with a 100% success rate, granting you immediate access to the results of their actions. Using them costs varying amounts of '''[[GOLD & SHOP|gold]]''' depending on the type of action, with the costs being displayed in the game.<br />
<br />
{|<br />
|[[File:Espionage premiumspy reveallocalarmies.png|alt=|center|thumb]]<br />
|'''Reveal Local Armies'''<br />
<small>Reveals a momentary snapshot of all armies in the target province as well as adjacent provinces, including armies of other nations present in these provinces. Armies revealed this way are marked with an espionage icon on the map. Espionage snapshots can become outdated when revealed armies receive new orders after the snapshot was taken. The snapshot remains visible until the next daychange.</small><br />
|-<br />
|[[File:Espionage premiumspy countryinformation.png|center|alt=|55x55px|thumb]]<br />
|'''Country Information'''<br />
<small>Reveals a nation’s resources, recent stock market orders, diplomatic relations, the last diplomatic message that was sent or received, spy positions, factory buildings and ongoing productions. Buildings remain visible until the next daychange.</small><br />
|-<br />
|[[File:Espionage premiumspy decreasemorale.png|center|alt=|thumb]]<br />
|'''Decrease Morale'''<br />
<small>Decreases morale of the target province by 10%.</small><br />
|-<br />
|[[File:Espionage premiumspy disrupteconomy.png|center|alt=|thumb]]<br />
|'''Disrupt Economy'''<br />
<small>Destroys a random percentage of the daily resource production of the target province.</small><br />
|-<br />
|[[File:Espionage premiumspy sabotagebuilding.png|center|alt=|thumb]]<br />
|'''Sabotage Building'''<br />
<small>Damages and possibly destroys a random building in the target province.</small><br />
|-<br />
|[[File:Espionage premiumspy revealcountryarmies.png|center|alt=|thumb]]<br />
|'''Reveal Country’s armies'''<br />
<small>Reveals a momentary snapshot of all armies belonging to the target country, including armies stationed in foreign territory. Does not reveal armies of other nations stationed in this country. Armies revealed this way are marked with an espionage icon on the map. Espionage snapshots can become outdated when revealed armies receive new orders after the snapshot was taken. The snapshot remains visible until the next daychange.</small><br />
|}<br />
</div><br />
<h3>Spies</h3><br />
<div>Spies can be assigned to your own or foreign '''[[PROVINCES|provinces]]''' in order to fulfill various missions. In contrast to instant actions, spy missions have a 50% chance of failure and are always completed on the next daychange. Deploying more than 1 spy in the same province increases the rate of success. There is also an inherent chance for spies getting caught either before or after they have executed their mission. Caught spies either vanish or join the enemy. <br />
<br />
Recruiting spies costs '''[[RESOURCES & MARKET|money]]''' and having active spies in service also costs money as upkeep, being deducted each '''[[ADVANCED MECHANICS|daychange]]'''. Spies leave if their upkeep can’t be paid. The costs and upkeep are displayed in the game and vary for each type of spy.<br />
<br />
{|<br />
|[[File:Espionage spy idle.png|center|thumb]]<br />
|'''Idle Spy'''<br />
<small>Idle Spies are available to be assigned to a mission. Even while idle they still cost upkeep.</small><br />
|-<br />
|[[File:Espionage spy intelligence.png|center|thumb]]<br />
|'''Intelligence'''<br />
<small>Has a chance to gather information about a nation’s resources, recent stock market orders, diplomatic relations, the last sent or received diplomatic message, spy positions, factory buildings and ongoing productions. Buildings remain visible until the next daychange. Also has a chance to reveal a momentary snapshot of all armies in the target province as well as in adjacent provinces, including armies of other nations present in these provinces. Armies revealed this way are marked with an espionage icon on the map. Espionage snapshots can become outdated when revealed armies receive new orders after the snapshot was taken. Revealed armies and buildings remain visible until the next daychange.</small><br />
<br />
|-<br />
|[[File:Espionage spy economicsabotage.png|center|thumb]]<br />
|'''Economic Sabotage'''<br />
<small>Has a chance to decrease the morale of the target province, as well as to destroy a random percentage of its daily resource production.</small><br />
|-<br />
|[[File:Espionage spy militarysabotage.png|center|thumb]]<br />
|'''Military Sabotage'''<br />
<small>Has a chance to damage a random building in the target province or to interupt ongoing productions. Also has a chance to reveal a momentary snapshot of all armies of the target country. Armies revealed this way are marked with an espionage icon on the map. Espionage snapshots can become outdated when revealed armies receive new orders after the snapshot was taken. Revealed armies and buildings remain visible until the next daychange.</small><br />
|-<br />
|[[File:Espionage spy counterespionage.png|center|thumb|55x55px]]<br />
|'''Counter Espionage'''<br />
<small>Increases the chance of foreign spies failing their mission and being caught in the target province. Can only be assigned to your own provinces.</small><br />
|}<br />
</div><br />
<br />
<h3>Espionage Interface</h3><br />
<div>Espionage is a game feature that allows you to gather helpful information about your enemies. When opening the espionage menu for the first time it can be quite overwhelming. The guide below shows you how to use the interface effectively.</div><br />
<br />
<h4>On mobile</h4><br />
<div class="list"><br />
<div>[[File:Espionage access mobile.png|thumb|360x360px]]<br />
<br />
#Tap on the More menu in the bottom right corner of the screen.<br />
#Open the Espionage menu by tapping on the espionage button in the '''[[PROVINCES|province bar]]'''.<br />
#*If you want to open the espionage menu for a specific province, which is required in order to make use of spies or agents, you have to select the province on the map before opening the espionage menu. You can also access the espionage menu by tapping the espionage button in the province bar.<br />
</div><br />
<div>[[File:Espionage agents mobile.png|thumb|642x642px]]<br />
<br />
#Open the Agents tab at the top to access a variety of instant actions which grant you immediate espionage results. A foreign province has to be selected on the map in order for these actions to be available.<br />
#There are different Instant Actions available, which your agents can perform. These actions cost '''[[GOLD & SHOP|gold]]''' but are performed immediately with a 100% success rate. Visit the Espionage page for detailed information.<br />
#A description of all instant actions can also be found by scrolling to the bottom of the interface.<br />
<br />
</div><br />
<div>[[File:Espionage spies mobile.png|thumb|642x642px]]<br />
<br />
#Open the Spies tab to assign spies to a variety of missions.<br />
#At the top you can see how many idle spies are in your service that are awaiting assignment. You can recruit new spies for money or dismiss existing spies via the buttons below.<br />
#The type of available spy missions for the selected '''[[PROVINCES|province]]''' are listed here. Foreign provinces allow you to send spies on information gathering or sabotage missions, while own provinces allow you to deploy counter intelligence spies.<br />
#The current upkeep costs for each type of spy already present in the selected province is listed here.<br />
#Remove or Add spies to the various mission types. You need to have idle spies available in order to assign them to a mission. Spies perform their action on '''[[ADVANCED MECHANICS|daychange]]''' with a 50% success rate. There is also a chance that they are caught, which results in them vanishing or switching sides to the enemy.<br />
<br />
</div><br />
<div>[[File:Espionage list mobile.png|thumb|639x639px]]<br />
<br />
#Open the List tab to get an overview over all your spies currently in service.<br />
#The different '''[[PROVINCES|provinces]]''' and countries are listed where spies are carrying out their mission.<br />
#The type of mission the spy is assigned to, is listed here.<br />
#The current '''[[RESOURCES & MARKET|money]]''' upkeep costs that you are paying for each spy in your service, is listed here. Keep in mind that spies that you are unable to pay on '''[[ADVANCED MECHANICS|daychange]]''' will leave your service.<br />
#You have the option to recall assigned spies from their missions without having to select each province first. Simply tap on the retreat button for an assigned spy to convert it to an idle spy, waiting for a new assignment.<br />
<br />
</div><br />
<div>[[File:Espionage reports mobile.png|thumb|643x643px]]<br />
<br />
#Open the Reports tab to see the results of the various spy missions and instant actions.<br />
#The reports are separated by day of game. You can access reports from previous days by tapping the button.<br />
#The report list shows information gathered and results from performed actions separated by country. Scroll through the list and try to use the provided information to your advantage.<br />
<br />
</div><br />
</div><br />
<h4>On desktop</h4><br />
<div class="list"><br />
<div>[[File:Espionage access desktop.png|thumb|alt=|500x500px]]<br />
<br />
#Expand the Espionage menu via the button on the left edge of the screen.<br />
<br />
</div><br />
<div>[[File:Espionage paneloverview desktop.png|thumb|500x500px]]<br />
<br />
#On the left side of the screen you have your Espionage Headquarters, which includes a general overview as well as your daily Espionage Reports.<br />
#The available Espionage actions for a selected '''[[PROVINCES|province]]''' are shown in the window in the middle of the screen.<br />
<br />
</div><br />
<div>[[File:Espionage foreignprovince desktop.png|thumb|500x500px]]<br />
<br />
Let’s look at these two panels in detail:<br />
<br />
#At the top of the window, information about the selected '''[[PROVINCES|province]]''' is shown, including the province name, the constructed buildings (if revealed), the current morale, resource production and Victory Points.<br />
#When having a foreign province selected you can perform any Instant Action by clicking the various buttons. Instant actions cost '''[[GOLD & SHOP|gold]]''' but provide you with immediate results and a 100% success rate. Hovering over the buttons reveals additional information in the form of a tooltip. This information can also be accessed via the info button in the panel.<br />
#On top of the mission diagram you see how many idle spies you have in your service that are awaiting assignment. You can recruit new spies for money or dismiss existing spies via the buttons on the side.<br />
#The type of available spy missions for the selected province are listed at the bottom of the diagram. In this example a foreign province was selected, which enables you to assign spies to offensively-focused missions. Here you can see the currently assigned spies per mission type as well as their current '''[[RESOURCES & MARKET|money]]''' upkeep costs. Use the + button on the side to assign your idle spies to these missions, or use the - button to remove spies from their mission, converting them back to idle spies. <br />
#*You can get additional details by hovering the mission icons in the panel or by clicking on the info button above the diagram.<br />
<br />
</div><br />
<div>[[File:Espionage ownprovince desktop.png|thumb|500x500px]]<br />
<br />
#If you have your own '''[[PROVINCES|province]]''' selected, Instant actions are not available since they can only be performed on other nations.<br />
#For your own provinces spies can only be assigned to counter espionage missions, which increase the chance of foreign spies failing their missions and being caught.<br />
</div><br />
<div><br />
The Espionage Headquarters is opened on the left side of the screen, giving you an overview on spies in your service as well as espionage reports:[[File:Espionage headquarterreports desktop.png|thumb|693x693px]]<br />
<br />
#At the top your current daily '''[[RESOURCES & MARKET|money]]''' upkeep costs from spies in your service are listed. Keep in mind, that spies that you cannot pay on '''[[ADVANCED MECHANICS|daychange]]''' will leave your service. Here you can also see your current '''[[GOLD & SHOP|gold]]''' balance together with a button to visit the shop to acquire more gold for Instant Actions.<br />
#Below you see a breakdown of your spies assigned to the various mission types, including the amount and their money upkeep costs.<br />
#The reports are separated by day of game. You can access reports from previous days by clicking on the button.<br />
#The report list shows information gathered and results from performed actions separated by country. Scroll through the list and try to use the provided information to your advantage.<br />
<br />
</div></div><br />
<h3>Shared intelligence</h3><br />
<div>Espionage reports are automatically shared with '''[[DIPLOMATIC RELATIONS|allies]]''' who you granted the Shared Intelligence diplomatic relation. You can give Shared Intelligence to players via their entries in the '''[[DIPLOMATIC RELATIONS|diplomacy list]]'''. Shared Intelligence can only be given by '''[[HIGH COMMAND|Premium Account]]''' owners.</div><br />
<h4>On mobile</h4><br />
<div>[[File:Espionage sharedintelligence mobile.png|thumb|360x360px]]<br />
<br />
#In the player profile of an allied player (accessible via the '''[[DIPLOMATIC RELATIONS|diplomacy list]]'''), tap on your relation icon to change it to Shared Intelligence if you want to grant that ally shared map and all of your espionage information.<br />
</div><br />
<h4>On desktop</h4><br />
<div><br />
[[File:Espionage sharedinteligence desktop.png|thumb|360x360px|alt=]]<br />
<br />
#In the '''[[DIPLOMATIC RELATIONS|diplomacy list]]''', click on your relation icon to change it to Shared Intelligence if you want to grant that ally shared map and all of your espionage information.<br />
</div><br />
<h3>Aircraft patrols</h3><br />
<div><br />
'''[[ARMY CONTROLS|Patroling]]''' aircrafts also create espionage snapshots with their patrol tick, which happens every 15 minutes. This mechanic is similar to the espionage snapshots created by spies. The difference is that the snapshot from patroling is only created for armies within the patrol circle of the aircraft. Armies uncovered with an espionage snapshot remain visible until the next daychange. Keep in mind that espionage snapshots only show the situation from that point in time. Army position, composition or status may be outdated at a later point.<br />
</div></div>Userhttps://wiki.callofwar.com/index.php?title=MORALE_%26_UPRISINGS&diff=867MORALE & UPRISINGS2022-10-26T16:14:08Z<p>User: </p>
<hr />
<div><h3>Province morale</h3><br />
<div><br />
<p>Each '''[[MORALE & UPRISING|province]]''' has a morale value ranging from 0% to 100%. The higher the morale value, the happier the province and the more benefits the province provides for its nation.<br />
</p><br />
<p><br />
The following aspects are influenced by the state of province morale:<br />
</p><br />
<br />
*The '''[[RESOURCES & MARKET|resource]]''' production rate.<br />
*The money production rate.<br />
*The manpower production rate.<br />
*The '''[[UNITS|unit]]''' production time.<br />
*The '''[[BUILDINGS|building]]''' construction time.<br />
*The chance for an uprising to occur in the province.<br />
*The positive or negative influence on the morale of neighboring provinces.<br />
<p><br />
As can be seen, the province morale is very important and should be kept as high as possible.<br />
</p><br />
</div><br />
<h3>Morale trend & influences</h3><br />
<div><br />
<p>The morale of a '''[[PROVINCES|province]]''' can rise or fall at '''[[ADVANCED MECHANICS|daychange]]''' depending on its trend. The morale trend of a province is affected by morale influencing factors. Such factors include:</p><br />
<br />
*Distance to the capital province. The higher the distance to the capital, the bigger the negative influence on province morale.<br />
*Morale value of own neighboring provinces. If the neighboring provinces are above 80% morale, the effect is positive, if they are below 80% morale, the effect is negative.<br />
*The amount of enemy neighboring provinces. The more there are, the stronger the negative effect on morale.<br />
*The amount of provinces that the country owns in total. The higher the amount of conquered provinces, the higher the expansion penalty on morale.<br />
*'''[[BUILDINGS|Propaganda Office]]''' built in the province. The higher its level, the higher the positive effect on province morale.<br />
*'''[[RESOURCES & MARKET|Resource]]''' shortages add a negative effect on morale.<br />
*Nuclear radiation from '''[[UNITS|atomic bombs]]''' adds a negative effect on morale.<br />
<br />
<p>The province morale will rise or fall according to its trend until it reaches its target morale. The target morale can be calculated by adding/subtracting all morale influencing factors from the base value 102. So if a province had negative morale influences of -30, the province morale would change towards a morale of 72%. The morale shifts each daychange by 15% of the difference between current morale and target morale.</p><br />
</div><br />
<h3>Immediate effects on morale</h3><br />
<div><br />
<p>'''[[PROVINCES|Provinces]]''' can also have their morale decreased or increased immediately by certain events, which include:<br />
</p><br />
<br />
*The '''[[COMBAT|conquering]]''' of a capital province immediately increases the morale of all provinces of the conqueror by 10%.<br />
*The loss of a capital province immediately decreases the morale of all provinces of the former owner of the capital by 20%.<br />
*Conquering a province immediately sets its morale to 25%.<br />
*When a province with high morale is lost, but then gets reconquered by the previous owner, the province immediately receives a large morale bonus that reinstates the province morale close to where it has been before it was lost.<br />
*When a province is attacked by any unit, it immediately receives morale damage each combat round depending on the unit type and level (this can be checked in the unit details panel).<br />
*'''[[GOLD & SHOP|Gold]]''' can be spent to boost the province morale immediately by 10% via a propaganda campaign.<br />
*Economic sabotage '''[[ESPIONAGE|spies]]''' fulfill their mission in the province successfully.<br />
</div><br />
<h3>Uprisings</h3><br />
<div><br />
<p>If the morale of a '''[[PROVINCES|province]]''' drops below 30%, then it has a chance to revolt on the next '''[[ADVANCED MECHANICS|daychange]]'''. This is also called rebellion or uprising. The lower the province morale, the higher the uprising chance. This can be counteracted by keeping '''[[UNITS|units]]''' in the center of the province until its morale increases above the threshold. The higher the garrison strength of the stationed units, the lower the chance for an uprising to happen. <br />
</p><br />
<p></p><br />
<p>When an uprising happens at day change, it can have the following effects:</p><br />
<br />
*The province changes ownership to another nation in the vicinity.<br />
*The units stationed in the center of the province change ownership to another nation.<br />
*The units stationed in the center of the province get damaged or destroyed.<br />
*The '''[[BUILDINGS|buildings]]''' of a province get damaged or destroyed.<br />
*The morale value of the province drops or rises only by a small amount.<br />
<br />
[[File:Morale province smoke.png|link=link=Special:FilePath/Morale_province_smoke.png|alt=|thumb]]<p>A conquered province initially always has 25% morale. Without an army present in such a province the chance for an uprising is as high as 14%. So statistically speaking, without any counter measures taken it has to be expected that 14% of all conquered territory revolts at the next daychange. To prevent that it is recommended to place armies in the center of conquered provinces. When the province is at 25% morale a garrison strength of 10 or more is needed to lower the chance for an uprising to 0%. If the province has even less morale than 25%, a higher garrison strength is needed. To play it safe, keep the army in the province until the province morale is increased to above 30% (morale is updating each daychange). The morale can also be increased immediately by spending '''[[GOLD & SHOP|gold]]''' on propaganda campaigns or by conquering capital provinces.<br />
</p><br />
<div><br />
<p>If a province has a chance to revolt, it is indicated by a column of smoke on the map as well as glowing red stripes.</p><br />
</div><br />
</div><br />
<h3>Checking morale in the province bar</h3><br />
<div><br />
<p>The current morale of a province can be assessed by selecting the '''[[PROVINCES|province]]''' and checking the morale value in the '''[[PROVINCES|province bar]]'''.</p><br />
</div><br />
<h4>On mobile</h4><br />
<div>[[File:Morale province mobile.png|thumb|400x400px]]<br />
<br />
#After tapping on a '''[[PROVINCES|province]]''' on the map, the province bar opens. In the lower right of the province bar you can see the morale value of the selected province.<br />
#You can also see the current morale value via the blue circle around the morale icon in the circle menu. You can immediately boost the morale of the province by 10% by tapping the button. This action costs '''[[GOLD & SHOP|gold]]''', the price is shown after tapping the button the first time.<br />
</div><br />
<h4>On desktop</h4><br />
<div>[[File:Morale province desktop.png|thumb|527x527px]]<br />
<br />
#After clicking on a '''[[PROVINCES|province]]''' on the map, the province bar opens. In the lower left of the province bar you can see the morale value of the selected province, as well as an info button to access more information.<br />
#You can immediately boost the morale of the province by 10% by clicking the propaganda campaign button. This action costs '''[[GOLD & SHOP|gold]]''', the price is shown when hovering the cursor over the button.<br />
#When clicking the morale info button, a tooltip opens which shows various useful information:<br />
#*The current morale value.<br />
#*The current morale trend (rising, stable or falling).<br />
#*The current garrison strength of the '''[[UNITS|units]]''' stationed in the province center.<br />
#*The chance of an uprising to happen in the province.<br />
#*A list of morale influences in the province, which can decrease or increase the morale value at the next '''[[ADVANCED MECHANICS|daychange]]'''. To calculate the target morale value that the province gravitates towards, one has to subtract all negative morale influences from the number 102 and then add all positive morale influences. At day change the province rises or falls by 15% of the difference between the current morale and the target morale.<br />
</div><br />
<h3>Checking morale in the province list</h3><br />
<div><br />
<p>You can get a good overview on the morale value of a lot of your '''[[PROVINCES|provinces]]''' in the '''[[PROVINCE LIST|province list]]'''.</p><br />
</div><br />
<h4>On mobile</h4><br />
<div>[[File:Morale provincelist mobile.png|thumb|711x711px]]<br />
<br />
#Open the '''[[PROVINCE LIST|province list]]''' from the menu at the bottom of the screen.<br />
#Look at the blue circle around the morale icon to check the current province morale value. This way you get a quick overview where countermeasures are needed. You can immediately boost the morale of the provinces by 10% by tapping the button. This action costs '''[[GOLD & SHOP|gold]]''', the price is shown after tapping the button the first time.<br />
</div><br />
<h4>On desktop</h4><br />
<div>[[File:Morale provincelist desktop.png|thumb|659x659px]]<br />
<br />
#Open the '''[[PROVINCE LIST|province list]]''' via the button on the right side of the screen. The button stays attached to the left side of the opened list and can be clicked again to close the list.<br />
#Look at the morale column to check the morale value of your provinces. You can even sort the column from low to high morale by clicking on the header. This way you get a quick summary on where countermeasures are needed.<br />
</div><br />
<br />
<h3>Morale map view mode</h3><br />
<div><br />
<p>Another option to quickly assess the morale values of your own and even enemy provinces is by activating the morale map '''[[SETTINGS|view setting]]'''. This view mode paints all '''[[PROVINCES|provinces]]''' on the map in various colors, depending on their current morale value. You can not only see the morale colors for your own provinces, but also for neutral or enemy provinces. From this information you can deduce where land was conquered recently.<br />
</p>[[File:Morale map.png|thumb|495x495px]]<p></p><br />
<br />
#Provinces with high morale have a green tone.<br />
#Provinces with an average morale have a yellow tone.<br />
#Provinces with low morale have a red tone.<br />
<p></p><br />
<p>You can activate and deactivate this morale view mode in the '''[[SETTINGS|game settings]]''' (see below):</p><br />
</div><br />
<h4>On mobile</h4><br />
<div>[[File:Morale settings mobile.png|thumb|543x543px]]<br />
<br />
#Tap on the more button in the lower right corner of the screen.<br />
#Tap on the '''[[SETTINGS|settings]]''' button to open a popup with different game settings.<br />
#You can toggle morale view on or off via this button. It is recommended to use different view modes depending on the current needs.<br />
</div><br />
<h4>On desktop</h4><br />
<div>[[File:Morale settings desktop.png|thumb]]<br />
<br />
#Click on the '''[[SETTINGS|settings]]''' button in the lower right corner.<br />
#You can toggle morale view on or off via the button with the 2 people. It is recommended to use different view modes depending on the current needs.<br />
</div></div>Userhttps://wiki.callofwar.com/index.php?title=UNITS&diff=866UNITS2022-10-11T10:11:36Z<p>User: </p>
<hr />
<div><h3>Units</h3><br />
<div><br />
Units in ''Call of War'' are separated into different categories: Infantry, Ordnance, Tanks, Aircraft, Naval and Secret. Units in each category have their own '''[[BUILDINGS|building]]''' requirements, resource costs, strengths and weaknesses. <br />
<br />
Units can be '''[[CONSTRUCTION & PRODUCTION|produced]]''' in urban '''[[PROVINCES|provinces]]''' via the build menu. To enable unit production of a specific category the required '''[[BUILDINGS|production building]]''' has to be constructed first. <br />
<br />
Higher unit levels and more advanced units have increased production times and require their production buildings to be leveled up as well in order to maintain an acceptable production time.<br />
<br />
Use the info-button in the '''[[CONSTRUCTION & PRODUCTION|build menu]]''' to open the unit details popup, which provides build costs and build times, exact '''[[COMBAT|combat]]''' values as well as unit descriptions. The most important combat values are the unit’s armor class, its damage against various armor classes, hitpoints, speed and range.<br />
<br />
<br />
The following list provides a general overview over all existing units, their required production building and their purpose. <br />
</div><br />
<h4>Infantry</h4><br />
<div><br />
<p>The following units require '''[[BUILDINGS|Barracks]]''' to be produced:</p><br />
{|<br />
![[File:Militia 1 icon.png|center|alt=|frame]][[File:Militia 2 icon.png|center|alt=|frame]][[File:Militia 3 icon.png|center|alt=|frame]][[File:Militia 4 icon.png|center|alt=|frame]]<br />
|'''<big>''Militia''</big>'''<br />
<small>'''Role:''' Last minute defense, ambushes</small><br />
<br />
<small>'''Special:''' Stealth in forests, hills, mountains and urban terrain.</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class:''' Unarmored</small><br />
<br />
<small>'''Preferred target:''' Unarmored</small><br />
<br />
<small>'''Preferred tactic:''' Defense</small><br />
<br />
<small>'''Preferred terrain:''' Forests, hills, mountains</small><br />
<br />
<small>'''Hitpoints:''' Low</small><br />
<br />
<small>'''Speed:''' Very Slow</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs:''' Very low</small><br />
<br />
<small>'''Resources:''' Food, Goods</small><br />
<br />
<small>'''Build time:''' Very low</small><br />
<br />
<small>'''Availability:''' Early game</small><br />
|-<br />
|[[File:Infantry 1 icon.png|center|alt=|frame]][[File:Infantry 2 icon.png|center|alt=|frame]][[File:Infantry 3 icon.png|center|alt=|frame]][[File:Infantry 4 icon.png|center|alt=|frame]]<br />
|'''<big>''Infantry''</big>'''<br />
<small>'''Role:''' Backbone of armies, city defenders</small><br />
<br />
<small>'''Special:''' -</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class:''' Unarmored</small><br />
<br />
<small>'''Preferred target:''' Unarmored</small><br />
<br />
<small>'''Preferred tactic:''' Defense</small><br />
<br />
<small>'''Preferred terrain:''' Urban, mountains</small><br />
<br />
<small>'''Hitpoints:''' Low</small><br />
<br />
<small>'''Speed:''' Slow</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs:''' Very low</small><br />
<br />
<small>'''Resources:''' Food, Goods</small><br />
<br />
<small>'''Availability:''' Early game</small><br />
<br />
<small>'''Build time:''' Low</small><br />
|-<br />
|[[File:Motorized 1 icon.png|center|alt=|frame]][[File:Motorized 2 icon.png|center|alt=|frame]][[File:Motorized 3 icon.png|center|alt=|frame]][[File:Motorized 4 icon.png|center|alt=|frame]]<br />
|'''<big>''Motorized Infantry''</big>'''<br />
<small>'''Role:''' Scouting, fast offensives</small><br />
<br />
<small>'''Special:''' Reveals stealth units on land, has higher view range</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class:''' Unarmored</small><br />
<br />
<small>'''Preferred target:''' Unarmored</small><br />
<br />
<small>'''Preferred tactic:''' Offense</small><br />
<br />
<small>'''Preferred terrain:''' Plains, urban</small><br />
<br />
<small>'''Hitpoints:''' Medium</small><br />
<br />
<small>'''Speed:''' Fast</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs:''' Medium</small><br />
<br />
<small>'''Resources:''' Food, Goods, Oil</small><br />
<br />
<small>'''Build time:''' Medium</small><br />
<br />
<small>'''Availability:''' Early game</small><br />
|-<br />
|[[File:Mechanized 1 icon.png|center|alt=|frame]][[File:Mechanized 2 icon.png|center|alt=|frame]][[File:Mechanized 3 icon.png|center|alt=|frame]][[File:Mechanized 4 icon.png|center|alt=|frame]]<br />
|'''<big>''Mechanized Infantry''</big>'''<br />
<small>'''Role:''' Versatile attacker and defender</small><br />
<br />
<small>'''Special''': -</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Light armor</small><br />
<br />
<small>'''Preferred target''': Unarmored</small><br />
<br />
<small>'''Preferred tactic''': Versatile</small><br />
<br />
<small>'''Preferred terrain''': Plains, urban</small><br />
<br />
<small>'''Hitpoints''': Medium</small><br />
<br />
<small>'''Speed''': Fast</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Medium</small><br />
<br />
<small>'''Resources''': Food, Metal, Oil</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Mid game</small><br />
|-<br />
|[[File:Commando 1 icon.png|center|alt=|frame]][[File:Commando 2 icon.png|center|alt=|frame]][[File:Commando 3 icon.png|center|alt=|frame]][[File:Commando 4 icon.png|center|alt=|frame]]<br />
|'''<big>''Commandos''</big>'''<br />
<small>'''Role''': Attacks behind enemy lines, attack fortifications</small><br />
<br />
<small>'''Special''': Stealth on all land terrain, ignores enemy defense bonuses</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Unarmored</small><br />
<br />
<small>'''Preferred target''': Light armor</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Preferred terrain''': Forests, hills, mountains</small><br />
<br />
<small>'''Hitpoints''': Low</small><br />
<br />
<small>'''Speed''': Slow</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': High</small><br />
<br />
<small>'''Resources''': Food, Goods, Rare Materials</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Mid game</small><br />
|-<br />
|[[File:Glider paratrooper 1 icon.png|center|alt=|frame]][[File:Glider paratrooper 2 icon.png|center|alt=|frame]][[File:Glider paratrooper 3 icon.png|center|alt=|frame]][[File:Glider paratrooper 4 icon.png|center|alt=|frame]]<br />
|'''<big>''Paratroopers (Aircraft)''</big>'''<br />
<small>'''Role''': Attacks behind enemy lines, ambushes</small><br />
<br />
<small>'''Special''': Can take off from airstrips. Drops Paratrooper (Infantry) on attack location. Can be converted to Paratrooper (Infantry).</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Aircraft</small><br />
<br />
<small>'''Preferred target''': -</small><br />
<br />
<small>'''Hitpoints''': Low</small><br />
<br />
<small>'''Air speed''': Slow</small><br />
<br />
<small>'''Flight range''': Low</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': High</small><br />
<br />
<small>'''Resources''': Food, Goods, Rare Materials</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Mid game</small><br />
|-<br />
|[[File:Paratrooper 1 icon.png|center|alt=|frame]][[File:Paratrooper 2 icon.png|center|alt=|frame]][[File:Paratrooper 3 icon.png|center|alt=|frame]][[File:Paratrooper 4 icon.png|center|alt=|frame]]<br />
|'''<big>''Paratroopers (Infantry)''</big>'''<br />
<small>'''Role''': Attacks behind enemy lines, ambushes</small><br />
<br />
<small>'''Special''': Stealth in forests. Can be converted to Paratrooper (Aircraft).</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Unarmored</small><br />
<br />
<small>'''Preferred target''': Unarmored</small><br />
<br />
<small>'''Preferred tactic''': Versatile</small><br />
<br />
<small>'''Preferred terrain''': Forests, hills</small><br />
<br />
<small>'''Hitpoints''': Low</small><br />
<br />
<small>'''Speed''': Slow</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': High</small><br />
<br />
<small>'''Resources''': Food, Goods, Rare Materials</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Mid game</small><br />
|}<br />
</div><br />
<h4>Ordnance</h4><br />
<div><br />
<p>The following units require an '''[[BUILDINGS|Ordnance Foundry]]''' to be produced:</p><br />
<p></p><br />
{|<br />
|[[File:Anti tank t2 1 icon.png|center|alt=|frame]][[File:Anti tank t2 2 icon.png|center|alt=|frame]][[File:Anti tank t2 3 icon.png|center|alt=|frame]][[File:Anti tank t2 4 icon.png|center|alt=|frame]]<br />
|'''<big>''Anti Tank''</big>'''<br />
<small>'''Role''': Stop tank attacks, ambushes</small><br />
<br />
<small>'''Special''': Stealth in forests, hills and urbans terrain</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Unarmored</small><br />
<br />
<small>'''Preferred target''': Light & heavy armor</small><br />
<br />
<small>'''Preferred tactic''': Defense</small><br />
<br />
<small>'''Preferred terrain''': Forests, hills, urban</small><br />
<br />
<small>'''Hitpoints:''' Low</small><br />
<br />
<small>'''Speed''': Slow</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Low</small><br />
<br />
<small>'''Resources''': Food, Goods, Metal</small><br />
<br />
<small>'''Build time''': Low</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Artillery 1 icon.png|center|alt=|frame]][[File:Artillery 2 icon.png|center|alt=|frame]][[File:Artillery 3 icon.png|center|alt=|frame]][[File:Artillery 4 icon.png|center|alt=|frame]]<br />
|'''<big>''Artillery''</big>'''<br />
<small>'''Role''': Bombard armies and fortifications</small><br />
<br />
<small>'''Special''': Has ranged attack</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Unarmored</small><br />
<br />
<small>'''Preferred target''': Heavy armor</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Preferred terrain''': Forests, hills, mountains</small><br />
<br />
<small>'''Hitpoints''': Very low</small><br />
<br />
<small>'''Speed''': Slow</small><br />
<br />
<small>'''Attack range''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Medium</small><br />
<br />
<small>'''Resources''': Food, Goods, Metal</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Mobile artillery 1 icon.png|center|alt=|frame]][[File:Mobile artillery 2 icon.png|center|alt=|frame]][[File:Mobile artillery 3 icon.png|center|alt=|frame]][[File:Mobile artillery 4 icon.png|center|alt=|frame]]<br />
|'''<big>''SP Artillery''</big>'''<br />
<small>'''Role''': Bombard armies and fortifications, fast offensives</small><br />
<br />
<small>'''Special''': Has ranged attack</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Light armor</small><br />
<br />
<small>'''Preferred target''': Heavy armor</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Preferred terrain''': Plains, forests, hills</small><br />
<br />
<small>'''Hitpoints''': Low</small><br />
<br />
<small>'''Speed''': Fast</small><br />
<br />
<small>'''Attack range''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': High</small><br />
<br />
<small>'''Resources''': Goods, Metal, Oil</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Mid game</small><br />
|-<br />
|[[File:Anti air 1 icon.png|center|alt=|frame]][[File:Anti air 2 icon.png|center|alt=|frame]][[File:Anti air 3 icon.png|center|alt=|frame]][[File:Anti air 4 icon.png|center|alt=|frame]]<br />
|'''<big>''Anti Air''</big>'''<br />
<small>'''Role''': Defend cities against aircraft</small><br />
<br />
<small>'''Special''': -</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Unarmored</small><br />
<br />
<small>'''Preferred target''': Aircraft</small><br />
<br />
<small>'''Preferred tactic''': Defense</small><br />
<br />
<small>'''Preferred terrain''': Forests, hills, urban</small><br />
<br />
<small>'''Hitpoints''': Low</small><br />
<br />
<small>'''Speed''': Slow</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Low</small><br />
<br />
<small>'''Resources''': Food, Goods, Metal</small><br />
<br />
<small>'''Build time''': Low</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Mobile antiair 1 icon.png|center|alt=|frame]][[File:Mobile antiair 2 icon.png|center|alt=|frame]][[File:Mobile antiair 3 icon.png|center|alt=|frame]][[File:Mobile antiair 4 icon.png|center|alt=|frame]]<br />
|'''<big>''SP Anti Air''</big>'''<br />
<small>'''Role''': Defend mobile armies against aircraft</small><br />
<br />
<small>'''Special''': -</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Light armor</small><br />
<br />
<small>'''Preferred target''': Aircraft</small><br />
<br />
<small>'''Preferred tactic''': Defense</small><br />
<br />
<small>'''Preferred terrain''': Forests, hills, urban</small><br />
<br />
<small>'''Hitpoints''': Medium</small><br />
<br />
<small>'''Speed''': Fast</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Medium</small><br />
<br />
<small>'''Resources''': Goods, Metal, Oil</small><br />
<br />
<small>'''Build time''': Low</small><br />
<br />
<small>'''Availability''': Mid game</small><br />
|}<br />
</div><br />
<h4>Tanks</h4><br />
<div><br />
<p>The following units require a '''[[BUILDINGS|Tank Plant]]''' to be produced:</p><br />
<p></p><br />
{|<br />
|[[File:Armored car 1 icon.png|center|frame]][[File:Armored car 2 icon.png|center|frame]][[File:Armored car 3 icon.png|center|frame]][[File:Armored car 4 icon.png|center|frame]]<br />
|'''<big>''Armored Car''</big>'''<br />
<small>'''Role''': Scouting, mobile defenders</small><br />
<br />
<small>'''Special''': Reveals stealth units on land, has higher view range</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Light armor</small><br />
<br />
<small>'''Preferred target''': Unarmored</small><br />
<br />
<small>'''Preferred tactic''': Defense</small><br />
<br />
<small>'''Preferred terrain''': Plains</small><br />
<br />
<small>'''Hitpoints''': Medium</small><br />
<br />
<small>'''Speed''': Fast</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Medium</small><br />
<br />
<small>'''Resources''': Goods, Metal, Oil</small><br />
<br />
<small>'''Build time''': Low</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Tank light 1 icon.png|center|frame]][[File:Tank light 2 icon.png|center|frame]][[File:Tank light 3 icon.png|center|frame]][[File:Tank light 4 icon.png|center|frame]]<br />
|'''<big>''Light Tank''</big>'''<br />
<small>'''Role''': Fast offensives</small><br />
<br />
<small>'''Special''': -</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Light armor</small><br />
<br />
<small>'''Preferred target''': Light armor</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Preferred terrain''': Plains</small><br />
<br />
<small>'''Hitpoints''': Medium</small><br />
<br />
<small>'''Speed''': Fast</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Medium</small><br />
<br />
<small>'''Resources''': Goods, Metal, Oil</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Tank medium 1 icon.png|center|frame]][[File:Tank medium 2 icon.png|center|frame]][[File:Tank medium 3 icon.png|center|frame]][[File:Tank medium 4 icon.png|center|frame]]<br />
|'''<big>''Medium Tank''</big>'''<br />
<small>'''Role''': Break through enemy lines</small><br />
<br />
<small>'''Special''': -</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Heavy Armor</small><br />
<br />
<small>'''Preferred target''': Light armor</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Preferred terrain''': Plains</small><br />
<br />
<small>'''Hitpoints''': High</small><br />
<br />
<small>'''Speed''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': High</small><br />
<br />
<small>'''Resources''': Metal, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Mid game</small><br />
|-<br />
|[[File:Tank heavy 1 icon.png|center|frame]][[File:Tank heavy 2 icon.png|center|frame]][[File:Tank heavy 3 icon.png|center|frame]][[File:Tank heavy 4 icon.png|center|frame]]<br />
|'''<big>''Heavy Tank''</big>'''<br />
<small>'''Role''': Break through enemy lines, versatile attacker and defender</small><br />
<br />
<small>'''Special''': -</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Heavy Armor</small><br />
<br />
<small>'''Preferred target''': Light Armor</small><br />
<br />
<small>'''Preferred tactic''': Versatile</small><br />
<br />
<small>'''Preferred terrain''': Plains</small><br />
<br />
<small>'''Hitpoints''': Very high</small><br />
<br />
<small>'''Speed''': Slow</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Very high</small><br />
<br />
<small>'''Resources''': Metal, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': High</small><br />
<br />
<small>'''Availability''': Mid game</small><br />
|-<br />
|[[File:Tank destroyer t2 1 icon.png|center|frame]][[File:Tank destroyer t2 2 icon.png|center|frame]][[File:Tank destroyer t2 3 icon.png|center|frame]][[File:Tank destroyer t2 4 icon.png|center|frame]]<br />
|'''<big>''Tank Destroyer''</big>'''<br />
<small>'''Role''': Stop tank attacks, mobile defender</small><br />
<br />
<small>'''Special''': -</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Heavy armor</small><br />
<br />
<small>'''Preferred target''': Heavy armor</small><br />
<br />
<small>'''Preferred tactic''': Defense</small><br />
<br />
<small>'''Preferred terrain''': Plains, forests, hills</small><br />
<br />
<small>'''Hitpoints''': High</small><br />
<br />
<small>'''Speed''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': High</small><br />
<br />
<small>'''Resources''': Metal, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Mid game</small><br />
|}<br />
</div><br />
<h4>Aircraft</h4><br />
<div><br />
<p>The following units require an '''[[BUILDINGS|Aircraft Factory]]''' to be produced:</p><br />
{|<br />
|[[File:Fighter 1 icon.png|center|frame]][[File:Fighter 2 icon.png|center|frame]][[File:Fighter 3 icon.png|center|frame]][[File:Fighter 4 icon.png|center|frame]]<br />
|'''<big>''Interceptor''</big>'''<br />
<small>'''Role''': Air superiority, scouting</small><br />
<br />
<small>'''Special''': Reveals stealth units on land, can take off from airstrips and carriers</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Aircraft</small><br />
<br />
<small>'''Preferred target''': Aircraft</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Hitpoints''': Low</small><br />
<br />
<small>'''Air speed''': Fast</small><br />
<br />
<small>'''Flight range''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Medium</small><br />
<br />
<small>'''Resources''': Goods, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': Low</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Bomber tactical 1 icon.png|center|frame]][[File:Bomber tactical 2 icon.png|center|frame]][[File:Bomber tactical 3 icon.png|center|frame]][[File:Bomber tactical 4 icon.png|center|frame]]<br />
|'''<big>''Tactical Bomber''</big>'''<br />
<small>'''Role''': Airstrikes against unarmored targets</small><br />
<br />
<small>'''Special''': Can take off from airstrips and carriers</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Aircraft</small><br />
<br />
<small>'''Preferred target''': Unarmored</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Hitpoints''': Medium</small><br />
<br />
<small>'''Air speed''': Medium</small><br />
<br />
<small>'''Flight range''': High</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': High</small><br />
<br />
<small>'''Resources''': Goods, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Attack bomber 1 icon.png|center|frame]][[File:Attack bomber 2 icon.png|center|frame]][[File:Attack bomber 3 icon.png|center|frame]][[File:Attack bomber 4 icon.png|center|frame]]<br />
|'''<big>''Attack Bomber''</big>'''<br />
<small>'''Role''': Airstrikes against heavy armored targets</small><br />
<br />
<small>'''Special''': Can take off from airstrips and carriers</small><br />
<br />
<small>__________________________</small> <br />
<br />
<small>'''Armor class''': Aircraft</small><br />
<br />
<small>'''Preferred target''': Heavy armor</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Hitpoints''': Low</small><br />
<br />
<small>'''Air speed''': Fast</small><br />
<br />
<small>'''Flight range''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': High</small><br />
<br />
<small>'''Resources''': Goods, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Bomber strategic 1 icon.png|center|frame]][[File:Bomber strategic 2 icon.png|center|frame]][[File:Bomber strategic 3 icon.png|center|frame]][[File:Bomber strategic 4 icon.png|center|frame]]<br />
|'''<big>''Strategic Bomber''</big>'''<br />
<small>'''Role''': Airstrikes against provinces</small><br />
<br />
<small>'''Special''': Can take off from airstrips</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Aircraft</small><br />
<br />
<small>'''Preferred target''': Buildings</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Hitpoints''': High</small><br />
<br />
<small>'''Air speed''': Medium</small><br />
<br />
<small>'''Flight range''': Very high</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': High</small><br />
<br />
<small>'''Resources''': Goods, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Bomber naval 1 icon.png|center|frame]][[File:Bomber naval 2 icon.png|center|frame]][[File:Bomber naval 3 icon.png|center|frame]][[File:Bomber naval 4 icon.png|center|frame]]<br />
|'''<big>''Naval Bomber''</big>'''<br />
<small>'''Role''': Scouting on sea, airstrikes against ships and submarines</small><br />
<br />
<small>'''Special''': Reveals submarines, can take off from airstrips and carriers</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Aircraft</small><br />
<br />
<small>'''Preferred target''': Ships</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Hitpoints''': Medium</small><br />
<br />
<small>'''Air speed''': Medium</small><br />
<br />
<small>'''Flight range''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Medium</small><br />
<br />
<small>'''Resources''': Goods, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': Low</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Airtransport 1 icon.png|center|frame]][[File:Airtransport 2 icon.png|center|frame]][[File:Airtransport 3 icon.png|center|frame]][[File:Airtransport 4 icon.png|center|frame]]<br />
|'''<big>''Aircraft Transport''</big>'''<br />
<small>'''Role''': Move aircraft over land</small><br />
<br />
<small>'''Special''': Refueling aircrafts and aircrafts moved to positions without airstrip automatically convert into Aircraft transports</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Light Armor</small><br />
<br />
<small>'''Preferred target''': -</small><br />
<br />
<small>'''Preferred tactic''': -</small><br />
<br />
<small>'''Hitpoints''': Very low</small><br />
<br />
<small>'''Speed''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': -</small><br />
<br />
<small>'''Build time''': -</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|}<br />
</div><br />
<h4>Naval</h4><br />
<div><br />
The following units require a '''[[BUILDINGS|Naval Base]]''' to be produced:<br />
{|<br />
|[[File:Destroyer icon.png|center|frame]]<br />
|'''<big>''Destroyer''</big>'''<br />
<small>'''Role''': Scouting, counter Submarines</small><br />
<br />
<small>'''Special''': Reveals submarines</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Ship</small><br />
<br />
<small>'''Preferred target''': Submarine</small><br />
<br />
<small>'''Preferred tactic''': Versatile</small><br />
<br />
<small>'''Hitpoints''': High</small><br />
<br />
<small>'''Speed''': Fast</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Medium</small><br />
<br />
<small>'''Resources''': Food, Metal, Oil</small><br />
<br />
<small>'''Build time''': Low</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Submarine icon.png|center|frame]]<br />
|'''<big>''Submarine''</big>'''<br />
<small>'''Role''': Ambush unescorted transports and battleships</small><br />
<br />
<small>'''Special''': Stealth</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Submarine</small><br />
<br />
<small>'''Preferred target''': Ship</small><br />
<br />
<small>'''Preferred tactic''': Versatile</small><br />
<br />
<small>'''Hitpoints''': Medium</small><br />
<br />
<small>'''Speed''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Low</small><br />
<br />
<small>'''Resources''': Food, Metal, Oil</small><br />
<br />
<small>'''Build time''': Low</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Cruiser icon.png|center|frame]]<br />
|'''<big>''Cruiser''</big>'''<br />
<small>'''Role''': Defend fleet against aircraft, naval allrounder, coastal raids</small><br />
<br />
<small>'''Special''': Has ranged attack</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Ship</small><br />
<br />
<small>'''Preferred target''': Aircraft</small><br />
<br />
<small>'''Preferred tactic''': Versatile</small><br />
<br />
<small>'''Hitpoints''': High</small><br />
<br />
<small>'''Speed''': Fast</small><br />
<br />
<small>'''Attack range''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Medium</small><br />
<br />
<small>'''Resources''': Food, Metal, Oil</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Battleship 1 icon.png|center|frame]][[File:Battleship 2 icon.png|center|alt=|frame]][[File:Battleship 3 icon.png|center|frame]][[File:Battleship 4 icon.png|center|frame]]<br />
|'''<big>''Battleship''</big>'''<br />
<small>'''Role''': Sink enemy fleets, coastal raids</small><br />
<br />
<small>'''Special''': Has ranged attack</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Ship</small><br />
<br />
<small>'''Preferred target''': Ship</small><br />
<br />
<small>'''Preferred tactic''': Versatile</small><br />
<br />
<small>'''Hitpoints''': Very high</small><br />
<br />
<small>'''Speed''': Medium</small><br />
<br />
<small>'''Attack range''': High</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': High</small><br />
<br />
<small>'''Resources''': Food, Metal, Oil</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Carrier 1 icon.png|center|frame]][[File:Carrier 2 icon.png|center|frame]][[File:Carrier 3 icon.png|center|frame]][[File:Carrier 4 icon.png|center|frame]]<br />
|'''<big>''Aircraft Carrier''</big>'''<br />
<small>'''Role''': Transport aircraft over sea</small><br />
<br />
<small>'''Special''': Functions as mobile airstrip for Interceptors, Tactical Bombers, Attack Bombers and Naval Bombers</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Ship</small><br />
<br />
<small>'''Preferred target''': Ship</small><br />
<br />
<small>'''Preferred tactic''': Versatile</small><br />
<br />
<small>'''Hitpoints''': Very high</small><br />
<br />
<small>'''Speed''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': High</small><br />
<br />
<small>'''Resources''': Food, Metal, Oil</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Transport icon.png|center|frame]]<br />
|'''<big>''Transport Ship''</big>'''<br />
<small>'''Role''': Transports land units over sea</small><br />
<br />
<small>'''Special''': Land units automatically convert to transport ships when embarking on sea</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Ship</small><br />
<br />
<small>'''Preferred target''': -</small><br />
<br />
<small>'''Preferred tactic''': -</small><br />
<br />
<small>'''Hitpoints''': Very low</small><br />
<br />
<small>'''Speed''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': -</small><br />
<br />
<small>'''Build time''': -</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|}<br />
</div><br />
<h4>Secret</h4><br />
<div><br />
<p>The following units require a '''[[BUILDINGS|Secret Lab]]''' to be produced:</p><br />
{|<br />
|[[File:Rocket artillery 1 icon.png|center|frame]][[File:Rocket artillery 2 icon.png|center|frame]][[File:Rocket artillery 3 icon.png|center|frame]][[File:Rocket artillery 4 icon.png|center|frame]]<br />
|'''<big>''Rocket Artillery''</big>'''<br />
<small>'''Role''': Bombard armies and fortifications</small><br />
<br />
<small>'''Special''': Has ranged attack</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Unarmored</small><br />
<br />
<small>'''Preferred target''': Unarmored</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Preferred terrain''': Forests, hills, mountains</small><br />
<br />
<small>'''Hitpoints''': Very low</small><br />
<br />
<small>'''Speed''': Slow</small><br />
<br />
<small>'''Attack range''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Medium</small><br />
<br />
<small>'''Resources''': Food, Metal, Rare Materials</small><br />
<br />
<small>'''Build time''': Low</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Mobile rocket artillery 1 icon.png|center|frame]][[File:Mobile rocket artillery 2 icon.png|center|frame]][[File:Mobile rocket artillery 3 icon.png|center|frame]][[File:Mobile rocket artillery 4 icon.png|center|frame]]<br />
|'''<big>''SP Rocket Artillery''</big>'''<br />
<small>'''Role''': Bombard armies and fortifications, fast offensives</small><br />
<br />
<small>'''Special''': Has ranged attack</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Light armor</small><br />
<br />
<small>'''Preferred target''': Unarmored</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Preferred terrain''': Plains, forests, hills</small><br />
<br />
<small>'''Hitpoints''': Low</small><br />
<br />
<small>'''Speed''': Fast</small><br />
<br />
<small>'''Attack range''': Medium</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': High</small><br />
<br />
<small>'''Resources''': Metal, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Mid game</small><br />
|-<br />
|[[File:Railgun 1 icon.png|center|frame]][[File:Railgun 2 icon.png|center|frame]][[File:Railgun 3 icon.png|center|frame]][[File:Railgun 4 icon.png|center|frame]]<br />
|'''<big>''Railroad Gun''</big>'''<br />
<small>'''Role''': Bombard armies and fortifications from great distances</small><br />
<br />
<small>'''Special''': Has ranged attack</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Heavy armor</small><br />
<br />
<small>'''Preferred target''': Light armor</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Preferred terrain''': Forests, hills</small><br />
<br />
<small>'''Hitpoints''': Low</small><br />
<br />
<small>'''Speed''': Very slow</small><br />
<br />
<small>'''Attack range''': Very high</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': High</small><br />
<br />
<small>'''Resources''': Metal, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': Medium</small><br />
<br />
<small>'''Availability''': Mid game</small><br />
|-<br />
|[[File:Flying bomb icon.png|center|frame]]<br />
|'''<big>''Flying Bomb''</big>'''<br />
<small>'''Role''': Strike against provinces</small><br />
<br />
<small>'''Special''': One time use, attack can not be aborted, damages friends and foes alike</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Aircraft</small><br />
<br />
<small>'''Preferred target''': Buildings</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Hitpoints''': Very low</small><br />
<br />
<small>'''Air speed''': Slow</small><br />
<br />
<small>'''Flight range''': Low</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Very low</small><br />
<br />
<small>'''Resources''': Metal, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': Very low</small><br />
<br />
<small>'''Availability''': Early game</small><br />
|-<br />
|[[File:Rocket icon.png|center|frame]]<br />
|'''<big>''Rocket''</big>'''<br />
<small>'''Role''': Strike against provinces</small><br />
<br />
<small>'''Special''': One time use, attack can not be aborted, can not be shot down in flight, damages friends and foes alike</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Aircraft</small><br />
<br />
<small>'''Preferred target''': Buildings</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Hitpoints''': Very low</small><br />
<br />
<small>'''Air speed''': Very fast</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Low</small><br />
<br />
<small>'''Resources''': Metal, Oil, Rare Materials</small><br />
<br />
<small>'''Flight range''': High</small><br />
<br />
<small>'''Build time''': Low</small><br />
<br />
<small>'''Availability''': Mid game</small><br />
|-<br />
|[[File:Fighter jet icon.png|center|frame]]<br />
|'''<big>''Rocket Fighter''</big>'''<br />
<small>'''Role''': Local air superiority</small><br />
<br />
<small>'''Special''': -</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Aircraft</small><br />
<br />
<small>'''Preferred target''': Aircraft</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Hitpoints''': Low</small><br />
<br />
<small>'''Air speed''': Very fast</small><br />
<br />
<small>'''Flight range''': Very low</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Medium</small><br />
<br />
<small>'''Resources''': Goods, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': Low</small><br />
<br />
<small>'''Availability''': Mid game</small><br />
|-<br />
|[[File:Bomber atomic icon.png|center|frame]]<br />
|'''<big>''Nuclear Bomber''</big>'''<br />
<small>'''Role''': Super weapon, eliminate large armies, destroy provinces</small><br />
<br />
<small>'''Special''': One time use, huge blast radius, extremely high damage, damages friends and foes alike, ignores enemy defense bonuses</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Aircraft</small><br />
<br />
<small>'''Preferred target''': Unarmored</small><br />
<br />
<small>'''Preferred tactic''': Offense</small><br />
<br />
<small>'''Hitpoints''': Medium</small><br />
<br />
<small>'''Air speed''': Medium</small><br />
<br />
<small>'''Flight range''': Very high</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Very high</small><br />
<br />
<small>'''Resources''': Goods, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': Very high</small><br />
<br />
<small>'''Availability''': Late game</small><br />
|-<br />
|[[File:Rocket atomic icon.png|center|frame]]<br />
|'''<big>''Nuclear Rocket''</big>'''<br />
<small>'''Role''': Super weapon, eliminate large armies, destroy provinces</small><br />
<br />
<small>'''Special''': One time use, attack can not be aborted, huge blast radius, extremely high damage, damages friends and foes alike, ignores enemy defense bonuses</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Armor class''': Aircraft</small><br />
<br />
<small>'''Preferred target''': Unarmored</small><br />
<br />
<small>'''Preferred tactic''': Offensive</small><br />
<br />
<small>'''Hitpoints''': Very low</small><br />
<br />
<small>'''Air speed''': Very high</small><br />
<br />
<small>'''Flight range''': High</small><br />
<br />
<small>__________________________</small><br />
<br />
<small>'''Costs''': Very high</small><br />
<br />
<small>'''Resources''': Metal, Oil, Rare Materials</small><br />
<br />
<small>'''Build time''': Very high</small><br />
<br />
<small>'''Availability''': Late game</small><br />
|}<br />
</div></div>Userhttps://wiki.callofwar.com/index.php?title=FREQUENTLY_ASKED_QUESTIONS_(FAQ)&diff=865FREQUENTLY ASKED QUESTIONS (FAQ)2022-07-13T16:59:03Z<p>User: </p>
<hr />
<div><h3>Gameplay</h3><br />
<div>Gameplay related questions.</div><br />
<h4>Q: The game is overwhelming, how should I start?</h4><br />
<div>A: Read the Beginner’s [[GUIDE: HOW TO PLAY|'''Guide: How to Play''']] here in the Wiki, which gives you tips how to proceed on your first days. Consult the Wiki for every new menu or game aspect you try to learn, but take your time. If you have specific questions you can also ask in the help chat within the game or in the [https://forum.callofwar.com/index.php?board/6-questions-and-answers/ '''Questions & Answers forums'''].</div><br />
<br />
<h4>Q: Why are enemy armies shown with question marks?</h4><br />
<div>A: Your armies have an outer and inner '''[[FOG OF WAR & STEALTH|view range]]'''. Foreign armies located in the outer view range of your troops have question marks, indicating that only their location is known, but not their army composition. The army composition will be revealed as soon as they enter your troop’s inner view range. Foreign troops will also be '''[[FOG OF WAR & STEALTH|concealed]]''' when they are stationed in a fortification / bunker of level 3 or above. They will only become visible when this structure is destroyed or when they are revealed via '''[[ESPIONAGE|espionage]]'''.</div><br />
<br />
<h4>Q: Why did I lose my province even though no enemy was nearby?</h4><br />
<div>A: '''[[PROVINCES|Provinces]]''' with 31% '''[[MORALE & UPRISINGS|morale]]''' or less have a chance to '''[[MORALE & UPRISINGS|revolt]]''' (uprising) at the next daychange. Revolting provinces may join another country in protest. To prevent this you can station troops in these low-morale provinces, which suppress revolts. Provinces that currently have a chance to revolt flash in red stripes on the map. Since newly conquered provinces start out with 25% morale you should consolidate your new territory first before pushing ahead. Building '''[[BUILDINGS|Propaganda Offices]]''' helps to improve morale quickly.</div><br />
<br />
<h4>Q: How do I win the game?</h4><br />
<div>A: You need to conquer '''[[PROVINCES|cities]]''' until you reach enough '''[[VICTORY CONDITIONS|victory points]]''' (VP) to trigger the victory condition. The amount of points you need is shown in the '''[[NEWSPAPER|newspaper]]''' and in the Victory progress panel. It is usually 45% of all victory points on the map if you are playing alone or 65% of all victory points if you are playing in a '''[[COALITIONS|coalition]]''' (the sum of VPs per player in the coalition is used). Both coalitions and solo players share the same '''[[RANKING|ranking]]''', so the game can only end either in a coalition victory or in a solo victory, but not both. After you win (or at any time you want) you can play more game rounds in different scenarios, using different countries.</div><br />
<br />
<h4>Q: I’ve purchased resources on the stock market, the money was deducted but no resources were added?</h4><br />
<div>A: In general '''[[RESOURCES & MARKET|resources]]''' are never lost, there is always an explanation for it. If you had '''[[UNITS|units]]'''/'''[[BUILDINGS|buildings]]''' in the build queue ('''[[HIGH COMMAND|Premium Account]]''' membership required) at the time of your resource purchase, the bought resources will be spent to start producing the units/buildings in the queue instead of being added to your stock. There is also the possibility that your game client was not connected to the game server anymore at that moment, making the interface show wrong information. A reload of the game usually fixes this, with your money or the resources being added to your account.</div><br />
<br />
<h4>Q: How can I increase my resource production?</h4><br />
<div>A: The amount of '''[[RESOURCES & MARKET|resources]]''' you gain is influenced by 3 things: Any resource-boosting '''[[BUILDINGS|buildings]]''' being present in the province, the '''[[MORALE & UPRISINGS|morale]]''' of a province, and the amount of troops which consume resources. First, the best way to improve resource production is to '''[[CONSTRUCTION & PRODUCTION|construct]]''' Industry in your '''[[PROVINCES|core cities]]''', and Local Industry in your main resource producing rural provinces. Leveling up these buildings also improves the resource production further. To increase manpower production you need to build and upgrade Recruiting Stations. <br />
Second, the higher the morale of a province, the more resources it produces. Build Propaganda offices in your main resource provinces which are struggling to reach 100% morale. Third, a big army also consumes more resources. If you are in peace time you might want to wait before building a huge army, or invest into your buildings in between producing more units.</div><br />
<br />
<h4>Q: Why does my unit take so long to produce?</h4><br />
<div>A: First, '''[[CONSTRUCTION & PRODUCTION|production times]]''' are increased if the '''[[PROVINCES|province]]''' has a '''[[MORALE & UPRISINGS|morale]]''' below 80%. Make sure to get your province morale on a good level to not waste production time. Secondly, production times of advanced '''[[UNITS|unit]]''' levels become higher, but can be lowered by upgrading the respective '''[[BUILDINGS|production building]]'''. The unit production time of a unit is lowered in half by each additional level of the production building, until the unit’s minimum production time is reached. You can check the minimum production time of a unit in the unit details panel (click on its icon in the army interface or on the info button in the build menu). A rule of thumb which works in most cases is that you need the production building on the same level as the unit to achieve minimum production time. For example, if you want to produce Infantry level 3 without losing any time, your Barracks should also be on level 3. If your Barracks are lower than level 3 in this example you would spend extra time to finish producing this unit, while a Barracks level 4 would not speed up the production any further.</div><br />
<br />
<h4>Q: Why are buildings in foreign provinces shown with a question mark?</h4><br />
<div>A: '''[[BUILDINGS|Buildings]]''' of foreign '''[[PROVINCES|provinces]]''' in the '''[[FOG OF WAR & STEALTH|fog of war]]''' are hidden, shown with a question mark. You can reveal them by having the center of the province in the inner view range of one of your armies, or by using '''[[ESPIONAGE|espionage]]'''.</div><br />
<br />
<h4>Q: What is the daychange?</h4><br />
<div>A: ''Call of War'' progresses in real time, and each ingame day lasts 24 hours in real life (unless the game round is a speed event). Each 24 hours a '''[[ADVANCED MECHANICS|daychange]]''' happens, at which point certain important calculations take place. The exact moment depends on the starting time of the game round and can therefore vary from round to round. The time until the next daychange is displayed in the bottom right corner of the screen on mobile and the top right corner of the screen on desktop. At daychange armies heal, '''[[MORALE & UPRISINGS|morale]]''' of '''[[PROVINCES|provinces]]''' is increased or decreased, new '''[[RESEARCH|research]]''' levels may become available, '''[[VICTORY CONDITIONS|victory point]]''' amounts per player are updated and potentially victory is declared.</div><br />
<br />
<h4>Q: How can units be healed?</h4><br />
<div>A: '''[[UNITS|Units]]''' heal automatically at '''[[ADVANCED MECHANICS|daychange]]''', 15% of their missing health. Ground units heal when they are stationed on your own territory, air units heal when they are operating from one of your '''[[BUILDINGS|airbases]]''' and sea units heal anywhere on sea. You can also heal your units manually with gold via the corresponding button in the army bar. This is only possible if your units are currently not locked in '''[[COMBAT|combat]]'''.</div><br />
<br />
<h4>Q: How is province morale calculated and how can I increase it?</h4><br />
<div>A: Province morale is updated at daychange. It increases or decreases by 15% of the difference between current morale and target morale. The target morale is calculated by subtracting or adding all morale influences from a baseline of 102% (so that a province can reach 100%), with a maximum achievable morale of 100%. For example: If there is a negative influence of -30 and a positive influence of +10, the morale will climb or fall until it reaches 82% morale. There are many different influences, for example the expansion factor (negative) when conquering a lot of provinces or the presence or Propaganda Offices (positive). Building Propaganda Offices is usually the best way to improve province morale long term. You can also increase it at any time using gold via the respective button in the province bar. Head over to the '''[[MORALE & UPRISINGS|morale]]''' page to learn more.</div><br />
<br />
<h4>Q: Why can’t I produce new units in a province?</h4><br />
<div>A: In general you can only '''[[CONSTRUCTION & PRODUCTION|produce]]''' units in '''[[PROVINCES|urban provinces]]''' (cities). Additionally you can only produce units if you have built the required '''[[BUILDINGS|production building]]'''. Check out the unit details to see which buildings you need (click on the info button next to the unit in the build menu). </div><br />
<br />
<h4>Q: How does patrolling with aircrafts work?</h4><br />
<div>A: Aircraft sent on a '''[[ARMY CONTROLS|patrol]]''' are protecting an area of the map from enemy '''[[COMBAT|attacks]]''' and also grant vision over that area. When an enemy unit enters the blue patrol circle it will be attacked repeatedly when the patrol timer reaches zero. Attacked enemies defend and damage your aircraft as well. The patrol timer ticks down to zero every 15 minute and your aircraft will deal 50% of its normal damage, while also receiving 50% of the enemy’s defensive damage in return. If multiple enemy armies are within the circle, all of them will be attacked with the damage values divided and spread out accordingly. <br />
If a patrol circle overlaps with an enemy patrol circle, both patrolling aircraft will attack each other as well. In such a case the applied damage depends on the size of the area that is overlapping, with full damage only being applied if more than half of the circle areas overlap. <br />
<br />
Additionally, patrolling aircraft defend against every aircraft that is attacking another army within the patrol area. <br />
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When the patrol timer reaches zero there is also an '''[[ESPIONAGE|espionage]]''' snapshot created for the armies within the patrol circle, meaning you will keep seeing them until the next daychange even when you move your aircraft away. <br />
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You can abort your patrol at any time. If you move your patrol destination to another point within the flight corridor (the red cone originating from the airbase) then your aircraft travels straight to the new destination without flying back. If the new location is outside of the flight corridor, then the aircraft has to land at the airbase first before traveling to the new location. If the aircraft has to rebase to another airbase to reach the new destination it also has to refuel at the new airbase before proceeding to the new destination.<br />
</div><br />
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<h4>Q: Why are conquered provinces transferred to my ally/coalition member?</h4><br />
<div>A: These provinces are '''[[PROVINCES|core provinces]]''' of one of your '''[[COALITIONS|coalition]]''' partners. It is a unique feature of coalitions that liberating allied core provinces from enemies returns those core provinces back to that ally. This ensures that your ally can stay in the game and fight alongside you. A corresponding article in the '''[[NEWSPAPER|newspaper]]''' is triggered when this happens.</div><br />
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<h4>Q: I have achieved the necessary victory points to win. Why hasn’t the game ended yet?</h4><br />
<div>A: Victory point counts are updated at '''[[ADVANCED MECHANICS|daychange]]''', and therefore also '''[[VICTORY CONDITIONS|game victory]]''' is awarded at daychange. If the daychange has already passed without victory being declared then the likely explanation is that you are currently a member of a '''[[COALITIONS|coalition]]''' and looking at the solo victory requirements. These are lower than the coalition victory requirements. As long as you are a member of the coalition the solo victory will not trigger. </div><br />
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<h4>Q: I sent a rocket or airplane to bombard another army in the fog of war but it looks like they did not receive any damage.</h4><br />
<div>A: Most likely you are looking at an outdated '''[[ESPIONAGE|espionage]]''' snapshot that shows the army with its previous health from before the attack. You have to '''[[FOG OF WAR & STEALTH|scout]]''' the area again to see the updated health, which most likely went down because of your attack.</div><br />
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<h4>Q: I don’t understand the outcome of a fight.</h4><br />
<div>A: There are many different factors playing a role in '''[[COMBAT|combat]]'''. For example the maximum amount of units being able to deal damage in an army is capped at 10. There is also a random factor of +/-20% influencing the end result. If you want to understand combat in detail, please visit the '''[[COMBAT|Combat]]''' page. In the game you can also click on the info button in the '''[[ARMY CONTROLS|army interface]]''', which provides the combat stats of an army as well as some helpful tips about combat.</div><br />
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<h4>Q: My units are fighting the enemy but nothing seems to happen, why?</h4><br />
<div>A: '''[[COMBAT|Combat]]''' progresses in 30min intervals, meaning damage is only dealt every 30 minutes. This means that it can take several hours until an army is defeated. How fast this goes also depends on the army size, the amount of hitpoints and the damage statistics.</div><br />
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<h4>Q: Why is this game so slow?</h4><br />
<div>A: ''Call of War'' is designed to be played in real time over the course of multiple weeks. To make this work certain actions have to take a while, so that each player in the game has a chance to react and play for a while before being potentially defeated. Certainly the game can also feel slower than it needs to be if you are managing your country ineffectively, which is normal on your first playthrough. Keep at it and you will learn how to achieve your goals in the game much faster than before. There are also '''[[GAME MODES|speed Events]]''' available on a regular basis that allow you to play the game on 2x, 4x, 6x or even 10x the regular speed. Keep a look on the main page and the games list to not miss any such events.</div><br />
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<h4>Q: How do I build transport ships?</h4><br />
<div>A: Transport ships are not producible. Your '''[[UNITS|units]]''' automatically convert to transport ships when embarking on sea, while converting back to their normal form when disembarking again. When you '''[[RESEARCH|research]]''' higher transport ship levels then your units on sea will be more robust and move faster.</div><br />
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<h4>Q: What happens if I conquer a capital city?</h4><br />
<div>A: The '''[[MORALE & UPRISINGS|morale]]''' of all the other nation’s provinces is immediately lowered by 20%, while your own '''[[PROVINCES|provinces]]''' immediately gain 10% morale. The other nation’s provinces will continue to lose morale if they don’t build a new capital. You also receive half of the [[RESOURCES & MARKET|'''money''']] that the other nation has stored at that moment. </div><br />
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<h4>Q: Why are buildings in conquered provinces always damaged/destroyed?</h4><br />
<div>A: This is an automatic process and simulates the damage from '''[[COMBAT|fighting]]''' in the '''[[PROVINCES|province]]''' as well as scorched earth tactics by the enemy.</div><br />
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<h4>Q: Can I upgrade my unit to the highest level immediately and do I need to pay for all levels in between?</h4><br />
<div>A: You can skip levels when '''[[RESEARCH|upgrading]]''' your '''[[UNITS|units]]''', meaning you can upgrade a level 1 Infantry straight to level 7 if you still have level 1 Infantry on the field, but level 7 already '''[[RESEARCH|researched]]'''. You will only pay half the price/time of the level 7 Infantry to upgrade. This means it becomes more and more lucrative to upgrade your troops the longer you wait, but it also keeps your country vulnerable. You have to judge if the trade-off is worth it.</div><br />
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<h4>Q: What happens if me and my ally attack the same province?</h4><br />
<div>A: Your armies will remain separate, but they will '''[[COMBAT|fight]]''' together against the common foe. Of course only one of you can conquer the '''[[PROVINCES|province]]''' in the end. The army which arrives at an empty province first, conquers it. The army which does the last hit destroying the garrison of a guarded province, conquers it.</div><br />
<br />
<h4>Q: How does Espionage work?</h4><br />
<div>A: '''[[ESPIONAGE|Espionage]]''' allows you to deploy spies in order to reveal enemy armies as well as country information or to sabotage enemy provinces on '''[[ADVANCED MECHANICS|daychange]]'''. You can also defend your nation from enemy espionage or use agents (gold actions) to retrieve information immediately. Head over to the '''[[ESPIONAGE|Espionage]]''' page to learn how this works.</div><br />
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<h4>Q: I played an older version of the game and this is all so different now!</h4><br />
<div>A: If you are a player who played ''Call of War'' Classic (also called CoW1.0), please check out the [[CALL OF WAR CLASSIC|'''Call of War Classic''']] page which highlights most of the changes from Classic to the new ''Call of War'' version. In general, please read this Wiki to get the most up to date information about how the game is played in the current version. We try to keep the Wiki updated as much as possible, but it is possible that we missed something. If you find any outdated information in this Wiki, please notify us in the ''Call of War'' forums. </div><br />
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<h4>Q: What are Doctrines?</h4><br />
<div>A: Each country belongs to one of 4 '''[[DOCTRINES|Doctrines]]''' and can not be changed. Doctrines grant bonuses to units and alter the day on which researches become available. Please check out the '''[[DOCTRINES|Doctrines]]''' page to learn more.</div><br />
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<h4>Q: What does popularity with AI nations do, what affects it and how can I increase it?</h4><br />
<div>A: Your popularity with '''[[POPULARITY AND AI|AI nations]]''' determines whether they change their '''[[DIPLOMATIC RELATIONS|diplomatic relations]]''' towards you after a while in the positive direction (Right of Way or Shared Map) or in the negative direction (Trade Embargo or War). Maintaining a good popularity is therefore helpful if you do not want to end up in wars with a lot of AI. Your popularity with an AI nation is decreased when you: Have bad diplomatic relations or war with them or their friends, have peace or better relations with their enemies, have troops in their country without Right of Way, produce a lot of troops while you are already unpopular, get your '''[[ESPIONAGE|spies]]''' caught by them. Your popularity with AI nations is increased when you: Have good diplomatic relations with them or their friends (setting them to Right of Way or Shared map), are enemies with their enemies, buy/sell resources to them on the '''[[RESOURCES & MARKET|stock market]]''', get war declared on you by someone else.</div><br />
<br />
<h4>Q: How did my units disappear?</h4><br />
<div>A: There can be multiple reasons for this. For example it is possible that you accidentally '''[[ARMY CONTROLS|moved]]''' your troops to another location. It is also possible that your troops were destroyed by an enemy, potentially by a long ranged weapon or aircraft. Another possibility is that your troops were stationed in a '''[[MORALE & UPRISINGS|revolting]]''' province and were destroyed or changed ownership during the uprising. Destruction of units or ownership changes can be looked up in the '''[[NEWSPAPER|newspaper]]''' or in the front reports, as it is usually mentioned in the automated articles/reports.</div><br />
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<h4>Q: What is the blast radius / area damage?</h4><br />
<div>A: Every '''[[COMBAT|attack]]''' also damages all armies in a radius of 5 around the attack target (for comparison: An artillery has an attack range of 50). The damage amount is spread evenly among all affected armies. In case of '''[[COMBAT|close-combat]]''' attacks all armies within that radius of 5 also defend back against the attacker. Nuclear weapons damage all units in a blast radius of 50.</div><br />
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<h4>Q: Is there friendly fire damage?</h4><br />
<div>A: Your own '''[[UNITS|units]]''' as well as allied units do not hurt themselves or each other during combat (no friendly fire), with the exception of rockets and nuclear weapons. Rockets also hurt own and allied units in a radius of 5, while nuclear weapons hurt own and allied units in an area of 50.</div><br />
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<h4>Q: How do I select my whole army or specific units?</h4><br />
<div>A: Double tap / click on an army, it will select all armies which consist of the same '''[[UNITS|unit types]]'''. Alternatively you can select an army and then use the '''[[ARMY CONTROLS|add army]]''' button on mobile to add more armies to your selection, or hold shift on desktop while clicking on additional armies. Lastly you can also select multiple armies by drawing a circle around them: Tap and hold on the screen, then draw the circle on mobile, hold right click and then draw the circle on desktop. If you want to select or separate specific units from your armies, you have to select the army and use the '''[[ARMY CONTROLS|split]]''' command button in the army interface. Splitting units to optimize your army stacks is recommended.</div><br />
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<h4>Q: Why is my army taking damage even though there is no enemy in sight?</h4><br />
<div>A: You likely put your army into a '''[[ARMY CONTROLS|forced march]]'''. There is a button to toggle forced march on and off in the army bar. Units on forced march move 50% faster, but lose 5% hitpoints per hour. The other possibility is that your units were '''[[COMBAT|attacked]]''' by long range weapons, such as railroad guns, airplanes or rockets, without you noticing it.</div><br />
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<h4>Q: What resources do I get when I conquer a province?</h4><br />
<div>A: When you conquer a regular '''[[PROVINCES|province]]''' you receive 50% of the daily resource production amount of that province. When you conquer a capital province you receive 50% of the stored money of that nation.</div><br />
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<h4>Q: What is a trade embargo and why did everyone embargo me?</h4><br />
<div>A: Trade embargoes are a '''[[DIPLOMATIC RELATIONS|diplomatic relation]]''' that can be set in the diplomacy menu. You can not buy offers on the '''[[RESOURCES & MARKET|stock market]]''' anymore from nations which embargoed you. Usually AI players embargo other nations with low popularity. Your popularity can for example drop when you start a lot of wars. If your '''[[POPULARITY AND AI|popularity]]''' drops further AIs might also change their trade embargo to a state of war.</div><br />
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<h4>Q: How can I load an airplane onto an Aircraft Carrier?</h4><br />
<div>A: Simply '''[[ARMY CONTROLS|move]]''' or drag the aircraft onto the Aircraft Carrier. A carrier can only hold a certain amount of planes, which rises per level. You can read up on the current amount in the unit details panel. Only Interceptors, Attack Bombers, Tactical Bombers and Naval Bombers can land on carriers.</div><br />
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<h4>Q: How do I declare war?</h4><br />
<div>A: There is no necessity to declare war upfront, although it is a courteous act. You can do so in the '''[[DIPLOMATIC RELATIONS|diplomacy menu]]''', by choosing a nation, clicking on ‘your relation’ and changing it to war. War is also declared automatically when you attack a foreign nation.</div><br />
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<h4>Q: Why do armies sometimes ‘jump’ to a nearby position (e.g. another army or province center) even though they were still some minutes of travel time away?</h4><br />
<div>A: There is a snapping feature in the game when issuing new '''[[ARMY CONTROLS|commands]]'''. When an army is within a radius of 5 (for comparison: An artillery has an attack range of 50) to an enemy army or to an enemy '''[[PROVINCES|province]]''' center, the army can jump directly to that position when receiving another command, and skip the remaining travel time.</div><br />
<br />
<h3>Account</h3><br />
<div>Account related questions.</div><br />
<h4>Q: I can’t logout on the mobile app to login with a different account.</h4><br />
<div>A: There is no logout button in the app. You’ll have to delete the app and reinstall it if you want to login with another account (keep in mind that having multiple accounts is not allowed). If you want to keep your current account, make sure that you set an account name and password in your '''[[SETTINGS|account settings]]''' before deleting the app, otherwise you won’t be able to login to that account anymore.</div><br />
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<h4>Q: I reinstalled the mobile app but now my account is gone.</h4><br />
<div>A: Most likely you registered a new account instead of logging in with your old account. Please reinstall the app again. When you open the app for the first time tap on “login”. There you can use your account credentials to log into your old account. This is only possible if you have set a username and password in your '''[[SETTINGS|account settings]]''' beforehand, which is therefore highly recommended.</div><br />
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<h4>Q: I am not receiving the email to confirm my email address so I can use the game chat.</h4><br />
<div>A: It is possible that the email ended up in your spam folder, please check it to make sure. If you still can’t find any trace of the confirmation email, please contact the support team for help (the support button can be found in bottom right menu of the game).</div><br />
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<h4>Q: Why am I not receiving any combat stats or achievement progress?</h4><br />
<div>A: It can take several minutes for your '''[[STATISTICS & ACHIEVEMENTS|stats]]''' to update, which also includes the progress towards '''[[STATISTICS & ACHIEVEMENTS|achievements]]'''. Please be patient. If stats still do not count then it is likely that you are playing in an unranked game created by another player. Only stats from '''[[RANKING|ranked]]''' games count, and you can check the ranking status in the game details in the games list. </div><br />
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<h4>Q: It says that I completed an achievement but I don’t receive the reward!</h4><br />
<div>A: Sometimes it takes a while before an unlocked '''[[STATISTICS & ACHIEVEMENTS|achievement]]''' reward becomes available due to technical limitations. Please wait at least 24 hour before contacting support about this issue.</div><br />
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<h4>Q: Why am I unable to create a game even though I have a Premium Account?</h4><br />
<div>A: Creating own game rounds is only possible in the desktop version. If you can’t create games there you have either not reached level 11 or you don’t have an email address '''[[SETTINGS|set]]''' for your account, or you have no '''[[HIGH COMMAND|Premium Account]]''' anymore. You can also only create 1 game per month.</div><br />
<br />
<h4>Q: How long do game rounds last?</h4><br />
<div>A: If game rounds are not won earlier there is a '''[[VICTORY CONDITIONS|time limit]]''' at which point they are ended, with the player or '''[[COALITIONS|coalition]]''' having the most '''[[VICTORY CONDITIONS|victory points]]''' winning. The time limit depends on the size of the map. Scenarios with a low player count or small map size have a limit of 5 weeks, medium type Scenarios usually have a limit of 7 weeks, and big Scenarios usually have a limit of 10 weeks. Durations of '''[[GAME MODES|event scenarios]]''' can deviate from this, and Dominion type maps currently have no limit at all.</div><br />
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<h4>Q: Which maps can I create with a Premium Account?</h4><br />
<div>A: Europe - Clash of Nations (22 players), Europe Road to War (12 players), 1939 - Blitzkrieg (10 players)</div><br />
<br />
<h4>Q: Why do I get redirected to the support form every time I try to log in?</h4><br />
<div>A: Most likely your account was banned for violating '''[https://forum.callofwar.com/index.php?thread/8855-map-in-game-rules/ game rules]''' or the '''[https://callofwar.com/index.php?id=274 terms of service]'''. If you want to appeal to the ban, please contact the support team. To do that, please answer directly on the ban email that you received.</div><br />
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<h4>Q: How do I change my username?</h4><br />
<div>A: Players can change their username once in the '''[[SETTINGS|account settings]]'''. On mobile you find the account settings menu in the bottom right corner when you are on the main page (not ingame), on desktop you can open it on the main website via the gear button in the profile preview window. If you already changed your username but there are important and valid reasons for you to change it another time, please contact the support staff.</div><br />
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<h4>Q: Why are some account names green in the chat?</h4><br />
<div>A: The green names in the chat are usually Moderators or Game Operators , sometimes also Developers. Moderators are on the watch that the '''[https://callofwar.com/index.php?id=274 terms of service]''' are followed in the chat. Sometimes they also just play the game and chat normally like a player. When they give instructions, please follow them.</div><br />
<br />
<h3>Technical</h3><br />
<div>Questions about technical problems.</div><br />
<h4>Q: What does the “Server state differs from client” message mean?</h4><br />
<div>A: This can happen sometimes when there is a data mismatch or connection issue between your game client and the server. It happens more often if you keep the game open in the background for a while. Reloading the game usually solves this problem.</div><br />
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<h4>Q: I can’t see my armies on the map. Only their number is shown on the map and they are only fully displayed when I select them.</h4><br />
<div>A: This is an engine limitation. It can only display so many unit sprites at once to ensure a smooth gaming experience and to prevent crashes. Once a certain limit is reached unit images cannot be displayed anymore. You can still select such armies by using the lasso/circle tool: Hold the right mouse button on desktop or tap and hold on the screen on mobile, then draw a circle around the army. We are constantly striving to improve such technical limitations for the future.</div><br />
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<h4>Q: I can not see the game map / I only see a black map / there are graphical glitches / only the game interface is visible.</h4><br />
<div>A: This is likely due to a hardware or software problem on your end. First try if the issue is resolved by reloading the game. If this does not help, please clear the browser cache or app cache (found in the browser or app/system settings, in doubt please search the internet for instructions). If this does not help, please make sure your device runs on the latest software. This includes using the latest operating system update and the latest browser version. On desktop also make sure to use the latest graphics driver available. If nothing helps you may want to contact support for further troubleshooting. It will also be helpful if you try to rule out other causes. For example you could try to access another game round, or to access the game from a different browser or device.</div><br />
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<h4>Q: I can not turn off the low graphics mode. The game just reloads in the low mode again.</h4><br />
<div>A: You are likely playing the game on older hardware, which is detected as being too slow to run the game in the higher graphics '''[[SETTINGS|settings]]''' with acceptable performance. Please play the game on a newer device if you want to enjoy its full graphical fidelity.</div><br />
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<h4>Q: Why does my chat say all of a sudden that email confirmation is required, even though I have confirmed my email already?</h4><br />
<div>A: You can ignore this message, it is there for a technical reason. Most likely a game Operator has logged into your account to solve a support ticket.</div><br />
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<h4>Q: The game is currently loading very slowly or not at all, or the game feels very laggy all of a sudden.</h4><br />
<div>A: Most likely there is a game update / release ongoing, during which game or server performance is suffering. This usually happens tuesday every 2 weeks, but there can be exceptions to this. Usually there will also be corresponding news on the main page highlighting the changes. If the game does not recover even an hour or more later, there might be more severe server problems at hand. In such a case we will inform the community in the '''[https://forum.callofwar.com/index.php?board-list/ forums]''' and on '''[https://twitter.com/callofwar1942 social media]''' about the ongoing problems and the efforts to rectify them. Our alert system ensures that Developers look into the issue to resolve it as quickly as possible.</div><br />
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<h3>Miscellaneous</h3><br />
<div>Questions on various topics.</div><br />
<h4>Q: Can I disable sound or music?</h4><br />
<div>A: Yes, open the '''[[SETTINGS|game settings]]''' in the lower right menu, among other game options you also find toggles to turn off sound or music.</div><br />
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<h4>Q: Is the other player really a human?</h4><br />
<div>A: ''Call of War'' is a multiplayer game, so it is played with other people. However it is possible that players drop out of the game and become inactive, or that not all slots are filled up in a game round. In such cases the '''[[POPULARITY AND AI|AI]]''' takes over the gameplay. You can determine if a country is played by an active human by checking if their status dot in the '''[[DIPLOMATIC RELATIONS|diplomacy list]]''' or when selecting one of their armies is green.</div><br />
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<h4>Q: Why are there sometimes single provinces which are part of another nation at the beginning of the game? / Why does this player have a Medium tank at the beginning of the game? / Why has this player a much higher resource production at the beginning of the game?</h4><br />
<div>A: This is due to the tutorial. New players have to conquer back one of their '''[[PROVINCES|provinces]]''' and receive a Medium Tank to do it. They also have 50% higher '''[[RESOURCES & MARKET|resource]]''' production for the first week of the game to make learning the game easier.</div><br />
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<h4>Q: I am not satisfied with the look of the map, can I change it?</h4><br />
<div>A: Yes, in the '''[[SETTINGS|game settings]]''' you will find various display options. Diplomatic view is the standard option, it paints yourself in golden color, enemies in red, allies in green and neutrals in brown. Political view gives each country its own color. Morale view paints provinces in different shades of red, yellow and green depending on their morale. You can also toggle low graphics mode, which simplifies the look of the map by reducing some elements and effects.</div><br />
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<h4>Q: The other player has to be a cheater, there is no other way he/she can have so much!</h4><br />
<div>A: Cheating in the game is not possible. Actions have to be verified by the server, so players cannot give themselves unlimited amounts of '''[[RESOURCES & MARKET|resources]]''' and such. It is of course possible that the other player spent '''[[GOLD & SHOP|gold]]''' to get ahead, which is allowed. It is also possible that the other player is just playing very well, which might look incomprehensible at first to newer players. There are also some '''[[ADVANCED MECHANICS|advanced mechanics]]''' that veteran players use when micromanaging their troops from time to time. ''Call of War'' is a complex game and there is much to learn, this Wiki and the community will help you with that!</div><br />
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<h4>Q: Can we play rounds without gold or with gold limitation?</h4><br />
<div>A: There are no regular game rounds with limited '''[[GOLD & SHOP|gold]]''' usage. Gold is part of ''Call of War'' and this business model is necessary to finance the continued development of the game. We are thankful to everyone who chooses to make a purchase in the ''Call of War'' Shop in support of the game. Gold can also be earned for free in various ways. It is up to you if you want to use gold or not. ''Call of War'' runs in realtime 24 hours a day and not everyone is able to put in the same amount of activity. Gold allows players with less time to catch up with players who can spend a lot of time, to keep game rounds competitive. It is perfectly possible to win game rounds in ''Call of War'' without using gold though, as many veteran players can confirm. From time to time there are also tournaments with special rules in this regard, which are usually announced in the ''Call of War'' '''[https://forum.callofwar.com/index.php?board-list/ forums]'''.</div><br />
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<h4>Q: What are the requirements for getting a custom roleplaying / tournament round created by the support staff?</h4><br />
<div>A: Normally players are only allowed to create the scenarios which they have access to with a '''[[HIGH COMMAND|Premium Account]]'''. But exceptions can be made to create bigger maps for the purpose of community tournaments or roleplaying rounds. In general there has to be proof that at least 50% of the map slots will be filled by players (e.g. by providing a sign-up list). If you can ensure this, please talk to the support team about specifics.</div><br />
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<h4>Q: How many players are needed to make the map ranked?</h4><br />
<div>A: For player-created games at least 6 players are required for it to become '''[[RANKING|ranked]]''', and the game has to be created with anti-cheat on. System-created games are ranked on creation and do not have a minimum player requirement.</div><br />
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<h4>Q: What’s the maximum join day for game rounds?</h4><br />
<div>A: Normal games rounds can only be joined until the 7th day of game has passed, as long as they have open slots left. '''[[GAME MODES|Event scenarios]]''' only start when they are full, so this question does not apply to them. </div><br />
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<h4>Q: What benefits does a Premium Account give?</h4><br />
<div>A: Head over to the [[HIGH COMMAND|'''Premium Account''']] page to get an overview.</div><br />
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<h4>Q: What are the rules to trading provinces with other players? Why can’t I trade more?</h4><br />
<div>A: You can only '''[[MESSAGES & TRADES|trade]]''' 4 '''[[PROVINCES|provinces]]''' per game before receiving a province in return. Once you receive a province from another player you can trade one more yourself, and so on. You can only trade one province per day. Trading provinces is only allowed after day 7.</div><br />
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<h4>Q: How many games can I play simultaneously?</h4><br />
<div>A: There is a limit of 50 simultaneous game rounds. Games in which you are inactive or which you have in your archive still count towards this limit. When you reach this limit you have to wait until you are defeated completely in one of these rounds or until a round ends.</div><br />
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<h4>Q: How can I contact players in my game?</h4><br />
<div>A: There are multiple ways to contact other players in your round. The easiest way is to open the '''[[DIPLOMATIC RELATIONS|diplomacy menu]]''' and click on the '''[[MESSAGES & TRADES|messages and trades]]''' tab. There you can start a new conversation with another human player in your game round. Another possibility is that you talk to players in your round using the ingame chat room, though all players will be able to see the messages. You can also whisper specific account names using the chat. Lastly you can also write a newspaper article, which is visible to all players in your round.</div><br />
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<h4>Q: What is the difference between the chat rooms (global, help, ingame, coalition, alliance)?</h4><br />
<div>A: The global chat room is for discussing general topics with all Call of War players across all game rounds. If you want to chat only with players from your current game round, use the ingame chat (if available). If you have any questions or need help please use the help chat room. If you are part of a '''[[COALITIONS|coalition]]''' you can use the coalition chat room to only talk to people in your coalition. Finally, if you are part of an '''[[ALLIANCES|alliance]]''' you can use the alliance chat room to talk to other members of your alliance.</div><br />
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<h4>Q: How can I get more gold?</h4><br />
<div>A: '''[[GOLD & SHOP|Gold]]''' can be bought in the ''Call of War'' Shop for real money. You can also earn gold for free by staying alive and active in a game round until the end, by watching video ads (if available) and by unlocking '''[[STATISTICS & ACHIEVEMENTS|achievements]]'''.</div><br />
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<h4>Q: I accidentally pressed the gold button, is there any way to receive a refund?</h4><br />
<div>A: We generally do not refund '''[[GOLD & SHOP|gold]]''' spendings from misclicks, as you already received the ingame advantage from the transaction and it also can never be proven completely if a transaction was a misclick. If you are playing on mobile you can activate a confirmation popup for gold spendings in the '''[[SETTINGS|game settings]]''' to avoid misclicks.</div><br />
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<h4>Q: What are blueprints and how do I obtain them?</h4><br />
<div>A: The final '''[[RESEARCH|research]]''' level of most units is locked via '''[[RESEARCH|blueprint]]''' requirements. You have to collect all blueprints of a '''[[UNITS|unit]]''' first before you are able to research its final elite level. Your blueprints are valid across all of your game rounds, so you will never lose your progress. Once you collected all blueprints of a unit, the elite level remains unlocked across all of your game rounds. You can obtain blueprints in two ways: First you can receive them by collecting '''[[RESEARCH|supply drops]]''' on the map. Supply drops spawn randomly from time to time in foreign provinces and can be collected by conquering them. They can hold either '''[[RESOURCES & MARKET|resources]]''' or a random blueprint that you do not own yet. Secondly you can also buy more blueprints via gold, by pressing the respective button in the research interface when you selected the elite level.</div><br />
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<h4>Q: Why did I not get my gold reward when the game ended?</h4><br />
<div>A: To get a '''[[GOLD & SHOP|gold]]''' reward at the '''[[VICTORY CONDITIONS|end of a game]]''' the following criteria have to be met: The game is ranked, you finished with a place in the ranking that is eligible to receive gold (this can be checked in the rewards tab in the '''[[NEWSPAPER|newspaper]]''' on desktop) and you are still marked as active by the end of the round. Just logging in to the round does not mark you as active, you have to give new orders to keep being marked as active. If you are certain that all criteria were met but you still did not receive any gold, please contact the support team for further help.</div><br />
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<h4>Q: How do I report a player or a bug, or contact the support team in general?</h4><br />
<div>A: While in the game, there is a button to contact the support team in the bottom right menu. Click it to open the support form, in which you can describe your issue. This can be used to report bugs, to report players or to ask questions to our support staff. Try to be as precise as possible and state as much information as you have about this issue, this will make it much easier for the support staff to help you. If you have general questions, try to figure the answers out by reading this Wiki first or by asking other players in the [https://forum.callofwar.com/index.php?board/6-questions-and-answers/ '''Questions & Answers forums'''] or in the help chat within the game. On the main page / website there is also a button to contact support in the bottom menu.</div><br />
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<h4>Q: How can I become part of the support staff?</h4><br />
<div>A: When the support staff is searching for new members, there is usually a recruiting post in the forums or in the news on the ''Call of War'' main page, in which you will also find contact information. If no such recruiting post is online you can still contact the staff on your own. Contact persons can change over time, there usually is an up-to-date list of contacts in the '''[https://forum.callofwar.com/index.php?board/4-support-team/ Support Team forums]'''. If you can’t find anything you can also state your desire to join the staff via support ticket, which you can access in the bottom right menu in the game.</div><br />
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<h4>Q: Do Moderators or Game Operators have any special powers ingame?</h4><br />
<div>A: Technically they do have additional functionality in order to resolve player problems. However, they will not use that power to alter the course of the game. Mods playing the game can be regarded as regular players without any extra power. Abuse of power is strictly monitored and forbidden. You are free to report any wrongdoings to the support staff.</div><br />
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<h4>Q: How can I join a game with a friend?</h4><br />
<div>A: Each game round has a unique game ID. Go to the '''[[JOINING GAME ROUNDS|my games]]''' tab on the main site to see the game ID of the game round that you joined. Send the game ID to your friend. He/she can enter the game ID in the search bar in the ‘new games’ tab to find and join the round as well. '''[[JOINING GAME ROUNDS|Joining]]''' an ongoing game round is not possible anymore when it is full or after the 7th day of game.</div><br />
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<h4>Q: How can I choose the country that I want?</h4><br />
<div>A: Only one player can play a country. If the country was already chosen, then you have to choose another country. You are always free to '''[[JOINING GAME ROUNDS|join]]''' a new game round though to choose a new country. If all your favorite countries are already taken you can also just close the game round without choosing a country, then you will be automatically removed from the round after 10 minutes. We recommend to you though that you just pick another country, as the differences in gameplay are not that big.</div><br />
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<h4>Q: How can I leave a game round?</h4><br />
<div>A: There is no option to leave a game round after you have selected a country. You can move a game round to your archive to remove it from your '''[[JOINING GAME ROUNDS|my games]]''' tab, but this will not remove you from the game round. When 2 ingame days have passed you are marked as inactive and the '''[[POPULARITY AND AI|AI]]''' takes over for you. Your account will be linked with the game round until it’s end though.</div><br />
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<h4>Q: How can I retire from a game?</h4><br />
<div>A: '''[[VICTORY CONDITIONS|Retiring]]''' a game round does not mean that you leave it while it continues, in fact you agree with the other remaining players to end the game and trigger the '''[[VICTORY CONDITIONS|victory condition]]''' prematurely. When a round is retired the player or '''[[COALITIONS|coalition]]''' wins the game which is at the top of the '''[[RANKING|ranking]]''' at that moment. A button to retire appears in the '''[[NEWSPAPER|newspaper]]''' when enough days of game have passed and only 3 active players remain in the game. All remaining players have to press the button to confirm the retirement of the game round.</div><br />
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<h4>Q: When does a new map spawn in the game list?</h4><br />
<div>A: New game rounds of regular scenarios are opened as soon as the last available map of the same type gets full, or after some days have passed without them getting full. Keep an eye on their amount of open slots, which are displayed in the '''[[JOINING GAME ROUNDS|games list]]''' for each game round.</div><br />
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<h4>Q: When is a certain Event coming back?</h4><br />
<div>A: '''[[GAME MODES|Events]]''' are hosted on a pre-defined weekly schedule. The same type of Event is only coming back after several weeks. More popular Events are run more often. Keep an eye on the Event news on the main page, where the next Event is announced several days prior.</div></div>User