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Call of War Classic

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. From time to time Events are hosted that run on the old Classic version, so players participating in them should know about the differences. Similarly, players who come back to the game after a long hiatus should learn about the recent changes and new additions to the game.

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.

Unit Production

Call of War Classic New Call of War
Production buildings Nearly all units require an Industrial Complex to be produced. 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.
Urban focus Production buildings and units can be built anywhere. Production buildings and units can only be built in urban provinces (cities).
Production categories Units are separated in production categories based on their armor class. Units are separated in production categories based on their production building. This makes building requirements easier to understand.
Production requirements Upgrading buildings is required to unlock production of higher unit levels. All units can be produced with the first production building level. Upgrading buildings is necessary to lower production times of higher unis levels.
Capital requirement Commandos and Paratroopers can only be built in the capital province. Commandos and Paratroopers can be produced in any city.
Production time Upgrading the production buildings reduces unit production times unconditionally. 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.


Call of War Classic New Call of War
New Buildings A smaller set of buildings. New buildings have been added and building roles have been revised. A list of all buildings: 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.
Building effects Most buildings have multiple effects and benefits. 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.
Province separation All buildings are available in urban and rural provinces. Certain buildings are only available in urban provinces (e.g. production buildings), while certain buildings are only available in rural provinces.
Hidden buildings All buildings are visible in fog of war. Buildings in fog of war are not visible to other players. They have to be uncovered first by scouting or espionage.


Call of War Classic New Call of War
Resource distribution 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). ~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.
Production resources Units require for the most part the same resource types to be produced, across most tech branches, resulting in higher demand for specific resources. Different tech branches require different resource types, with resources spread more evenly across all units. Resource demand is more evened out.
Building resources Buildings require for the most part the same resource types to be constructed, resulting in higher demand for specific resources. Buildings require different resources with resources spread more evenly across all buildings. Resource demand is more evened out.
Research resources Research requires the same resources (food, rare materials and money), regardless of the unit. Researches require different resources depending on the production cost of a unit.

Unit Balancing

Call of War Classic New Call of War
Unit roles Most units share similar roles in the game. 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.
Doctrine differences No Doctrines, unit statistics are the same across countries. 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.
New units A smaller set of regular units is available. 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.
Nuclear units Nuclear Battleships, Nuclear Aircraft Carriers and Nuclear Submarines are available in the game. Nuclear sea units have been removed from the game for more historical consistency.
Unit abilities Less unit abilities. 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).
Stealth and Scouting Stealth: Submarine, Scouts: Naval Bomber 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.
Armor classes Only one armor class exists for armored units. The "armored" class has been separated into light armor and heavy armor, to enable more unit roles and counters.


Call of War Classic New Call of War
Unit upgrading Units on the map upgrade automatically when a new level has been researched. 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.
Doctrine differences No Doctrines are available. 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.
Nuclear Power The nuclear power research is required to research atomic bombs. The nuclear power research has been removed. Atomic Bombs can be researched directly at a higher price.
Amount of research levels Old amount of research levels. 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).
Days of availability Streamlined days of availablility with new levels unlocking every 2 or 4 days in a unitform way More varied days of availability with different gaps depending on the unit. Additional time offsets due to Doctrine.


Call of War Classic New Call of War
Victory points Victory points are scattered across all province types. Victory points are concentrated in urban provinces to create strategic points of interest on the map.
Game End Timer Normal game rounds have no set end date. Event rounds have set end dates. 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.
Level progression The level progression for unit or building statistics as well as for unit costs or building costs is rather flat or non-existent. 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.
War penalty A war penalty to province morale is applied when being at war with other nations. No war penalty is applied to province morale anymore.
Distance to capital The distance to capital morale penalty for provinces caps out at -40 but rises faster. The distance to capital morale penalty for provinces caps out at -30 and rises slower.
Expansion penalty No Expansion penalty when conquering provinces. 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.
Morale based build times Standard build times, unaffected by province morale. When a province has less than 80% morale, build times in the province increase. The lower the province morale, the longer the build times.
Minimum production time Unit production time starts out high and is reduced with each building level. Units have no minimum production time. 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.
Resource upkeep Provinces and some buildings have upkeep and drain resources. Provinces and buildings have no upkeep anymore. In turn the unit upkeep is increased and is now dependent on the unit production cost.
Army efficiency size limit 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. 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.
Damage sharing When an army takes damage, the incoming damage is applied only to one unit per unit type, resulting in units dying one by one. 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%.
Combat intervals Ground combat rounds happen every 60 minutes. Ground combat rounds happen every 30 minutes.
Aircraft patrol intervals Planes on patrol deal 25% of their damage every 15 minute, and may receive 25% damage in return. Planes on patrol deal 50% of their damage every 15 minutes, and may receive 50% damage in return.
Speed penalty Units are not slowed down when damaged. When the condition of a unit drops below 50%, its movement speed is lowered. When nearing 0% condition, the speed is reduced to 50%.
Battle results The combat results are rather unpredictable and the damage output of a unit can vary drastically, based on luck. The combat results are more predictable because the damage output of a unit can only vary within a range of +20% and -20%.
Graphics and usability Older visuals with no usability improvements. 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.