MASSIVE UPDATE 20170914

This site uses cookies. By continuing to browse this site, you are agreeing to our Cookie Policy.

  • MASSIVE UPDATE 20170914

    Dear players,
    Today we're bringing a massive economy update, as well as a new unit, new province buildings, 4 more playable countries, annexation rework, and a series of bugfixes. You should find yourself approaching the game differently in how you expand and plan outposts, this comes in part due to many economic as well as design aspects being changed to compensate. Please be aware that for most part, old games will not be affected by the new changes, so in order to see the update, we encourage you to start new rounds..

    NEW PLAYABLE COUNTRIES

    Israel, Syria, North Korea and South Korea are now playable on a improved World 2020 Map
    NEW MAP ELEMENTS
    • Introduced Suburban terrain type surrounding and expanding cities
    • Introduced chance for Provinces to produce resources
    • Introduced Cities producing money
    NEW UNIT

    National Guard
    • Defensive Infantry unit meant specifically for defending cities
    • This unit's initial hit points depend on city morale
    • Fast and cheap production
    NEW BUILDINGS

    • Local Industry - Province-only building that allows an increase in resource production
      • Construction time 9/18/27 hours
      • Construction cost: 950 Basic Supplies, 950 Industrial Components and 1750 Money
      • +100% /+200% +300% Resource Production (No Manpower or Money increase)
    • Military Logistics - Province-only building that allows to increase unit movement speed in provinces
      • Construction time is 3 hours
      • Construction cost: 250 Basic Supplies, 250 Fuel and 500 Money
      • Daily Upkeep 25 Money
      • +100% unit movement speed in province
    • Navy Wharf - Province-only building that allows for unit embarkation
      • Construction time 9 hours
      • Construction cost 500 Basic Supplies, 750 Industrial Components, 250 Manpower, 750 Fuel. 250 Electronics and 2000 Money
      • Allows for unit embarkation in provinces with sea connections
    ANNEXATION REWORK

    • Increased Annexation cost
      • Basic Supplies from 1000 to 5000
      • Industrial Components from 250 to 5000
      • Manpower from 750 to 1000
      • Rare Materials from 0 to 2000
      • Fuel from 0 to 3000
      • Money from 5000 to 15000
    • Increased Annexation time from 12 to 36 hours
    • Annexation is no longer required to construct buildings in City
    BUILDING BALANCING
    Arms Industries
    • Adjusted production bonus from +25%/+31%/+37%/+43%/+50% to +10%/+20%/+30%/+40%/+50%
    • Decreased flat money bonus from 250/375/500/625/750 to 100/200/300/400/500
    • Unified prices to 400 Supplies, 350 Components, 350 Fuel, 225 Electronics, 225 Rare Materials, 1250 Money
    • Adjusted construction time from 30 hours to 18/24/30/36/48 hours
    Army Base
    • Increased construction time from 90s/24/26/28/30 to 90s/28/32/34/36 hours
    • Adjusted resource prices
      • Basic Supplies from 250/750/1000/2000/3000 to 250/750/1250/2000/2500
      • Rare Materials from 0/0/0/250/750 to 0/0/0/250/500
      • Money from 1750/2500/4000/6000/8500 to 2000/3500/5500/7500/9500
      • Industrial Components and Fuel unchanged
    • Introduced Manpower production bonus at +5%/+10%/+15%/+20%/+25%
    Naval Base
    • Introduced Resource production bonus at +5%/+10%/+15%/+20%/+25%
    • Removed Money Upkeep
    • Adjusted construction time from 24/26/28/30/32 to 9/30/32/34/36
    • Adjusted construction prices
      • Basic Supplies from 500/1000/1500/3000/4500 to 500/750/1000/1500/2000
      • Industrial Components from 250/500/750/1000/1500 to 750/1000/1500/2000/2500
      • Rare Materials from 0/0/0/250/750 to 0/0/0/350/750
      • Fuel from 750/1125/1500/1875/2250 to 750/1000/1250/1750/2250
      • Electronics from 125/250/375/500/750 to 250/375/500/750/1000
      • Money from 1750/3500/5000/7500/10000 to 2000/3500/5500/7500/9500
    Air Base
    • Introduced Resource production bonus at +5%/+10%/+15%/+20%/+25%
    • Adjusted construction cost:
      • Basic Supplies from 250/750/1250/2000/3000 to 750/1000/1250/1500/1750
      • Industrial Components from 250/500/750/1000/1500 to 1000/1250/1500/2000/2500
      • Fuel from 500/975/1350/1800/2175 to 1000/1250/1750/2250/2750
      • Electronics from 125/250/375/500/750 to 600/750/1000/1250/1500
      • Rare Materials from 0/0/0/250/750 to 0/0/0/500/750
      • Money from 750/1500/3000/5000/7500 to 2750/4750/6750/8750/11000
    • Adjusted construction time from 24/26/28/30/32 to 9/30/32/34/36
    • Removed Money upkeep
    Airfield
    • Decreased Hit points from 20 to 5
    Military Hospital
    • Adjusted construction time from 24/26/28/30/32 to 22/26/28/30/32
    • Adjusted money price from 1000/1500/3000/5000/7500 to 1350/2000/4000/6750/10000
    Recruiting Office
    • Now will be destroyed upon changing owners
    • Decreased level 1 construction time from 24 hours to 30 minutes
    • Adjusted Manpower bonus from +25%/+31%/+37%/+43%/+50% to +10% /+20%/+30%/+40%/+50%
    • Adjusted construction prices
      • Basic Supplies from 500/750/1000/2000/3000 to 250/750/1500/2000/2500
      • Money from 1000/1500/3000/5000/7500 to 1350/2000/3375/5000/6750
      • Industrial Components and Electronics unchanged
    Secret Weapons Lab
    • Now will be destroyed upon changing owners
    • Adjusted construction times from 24/28/32/36/48 to 20/24/30/36/48
    • Adjusted construction prices
      • Money from 1000/2000/4500/7500/10000 to 3500/5500/7500/10000/12500
    Underground Bunkers

    • Adjusted construction times from 9/24/26/28/30 to 9/18/20/22/24
    • Adjusted construction prices
      • Money from 1500/2500/5000/7500/10000 to 2000/3500/6500/10000/13500
    RESEARCH BALANCING
    • Overhauled all Research times to be longer in the beginning and more evenly interspersed over 36 hours
    • Adjusted Research Day Available to be evenly distributed among 30 days instead of 26
    GENERAL BALANCING
    • Unified conquered province production factors with homeland provinces - Increased from 25% to 50%
    • Increased the Distance to HQ penalty
    • Increased all Population growth times
    • Increased unit movement speed penalty on foreign terrain from 25% to 33%
    • Changed the terrain based movement modifiers from 25% to 33% and from 50% to 66%, resulting in faster unit movement in difficult terrain across the board
    • Increased penalty for crimes against humanity
    • Increased decay speed for crimes against humanity penalty
    • Adjusted terrain based stacking speed penalties:
      • Stacked movement across different terrain type will now follow logical order
      • Dense and dangerous terrain such as Jungle and Mountains, are slow to penetrate in large groups
      • Wide open terrain such as Desert and Tundra are easily traversed in large groups
      • Shallow waters restrict movement of fleets
      • High Seas allow more or less unobstructed movement unless very large fleets are used
    UNIT BALANCING
    • General changes
      • Decreased Manpower and Money production costs of units by 20-30%
      • Introduced Naval Base as a requirement for Naval Aircraft
      • Reduced Secret Weapons Lab requirement for Stealth Aircraft and UAV from Level 3 to Level 1
      • Introduced Recruiting Office as a requirement for Infantry units (except Motorized Infantry)
      • Introduced Arms Industries as a requirement for Armoured units (except Combat Recon Vehicle)
    • General Infantry
      • Increased all infantry population damage from 0.5 to 1
      • Reduced Mobilization time
    • Combat Recon Vehicle
      • Increased Infantry damage from 4/4/4/5.5/5.5/8/8 to 6/6/6/8/8/11/11
      • Decreased Armored damage from 4/4/4/5.5/5.5/5/8/8 to 2/2/2/3/3/5/5
      • Decreased Hit points from 30/30/30/33/33/35/38 to 25/25/25/28/28/31/35
    • Tank Destroyer
      • Western and Eastern doctrines
        • Adjusted Infantry damage from 2/3/3/5/5/7 to 2/3/3/4/4/5
        • Adjusted Armored damage from 6/6/6/8/8/10 to 6/6/6/8/8/11
      • European Doctrine
        • Adjusted Infantry damage from 2/3/3/5/5/7 to 2/3/3/4/4/5
        • Adjusted Armored damage from 7/7/7/9.5/9.5/12 to 7/7/7/9.5/9.5/12
      • Increased Hit points from 20/20/20/24/26/28 to 24/24/24/27/30/33
      • Reduced Mobilization time from 22/23/24/26/27/29 to 20/21/22/23/24/25
    • Main Battle Tank
      • Increased Infantry damage from 6/6/6/8/8/10/10 to 8/8/8/10/10/12/12
      • Introduced Helicopter damage at 1/1/1/1.5/1.5/2/2
    • Amphibious Combat Vehicle
      • Increased Infantry damage from 4/4/4/5.5/5.5/8 to 7/7/79/9/11/11
      • Decreased Armored damage from 4/4/4/5.5/7/8 to 2/2/2/3/5/6
    • Transport Plane
      • Reduced speed from 7.5 to 5.5
      • Changed embarkation to 30 minutes, disembarkation to 1 hour
    • Mobile Anti-Air Vehicle
      • Reduced Mobilization time from 20/21/22/24/25/27/28 to 16/17/18/19/20/21/22
    • SAM Launcher
      • Reduced Mobilization time from 23/24/25/27/28/30 to 17/18/19/20/21/22
    • Theater Defense System
      • Reduced Mobilization time from 25/26/27/29/30/32 to 18/19/20/21/22/23
    • Corvette
      • Introduced Semi-Stealth to Tier 3
    • Ballistic Missile Submarine
      • Introduced Sonar feature
    • Aircraft population damage reduction
      • Stealth Air Superiority Fighter from 4 to 2 (Unified with regular Air Sup)
      • Strike Fighter from 3/3/3/4/4/5 to 2/2/2/3/3/4/4
      • Naval Strike Fighter from 3/4/5 to 2/3/4
      • Stealth Strike Fighter from 4 to 3
      • Heavy Bomber from 5/5/5/7/7/9/9 to 3/3/3/4/4/5/5
      • Stealth Bomber from 10 to 7
    • STACKING PENALTY
      • Land:
        • up to 10 units +100% combat strength added (used to be up to 5 only)
        • 11 to 15 units only +50% combat strength added
        • 16 to 20 units 0 combat strength added
        • 21 to 25 units combat strength reduced by -50%
        • 26+ units combat strength reduced by -75%
      • Air and Sea:
        • up to 5 units +100% combat strength added
        • 6 to 10 units only +50% combat strength added
        • 11 to 15 units 0 combat strength added
        • 16 to 20 units combat strength reduced by 50%
        • 21+ units combat strength reduced by 75%



    BUGFIXES


    [list]

    • Fixed a bug where the Transport Helicopters of some doctrines did not have a deployment timer
    • Fixed Huambo not having proper connections (new rounds only)
    • Fixed a bug where Aircraft were invincible when displayed as trucks
    [/list]// Your CON Crew

    The post was edited 1 time, last by Yak ().

  • I love this update, small nations are great: I'm already playing as Israel and its forcing me to be much more aggressive.

    Starting with the bare bones is great as well, we should have a different map for starting with higher tech, something akin to the "Historical" maps in CoW where Germany would have panzers, the UK would have a huge navy and so on.

    The National guard is great, already thinking of ways to use them and the chance to have resources in provinces has made them worth defending.

    This update has spiced this game back up, damn good work guys- this is what we like to see.
  • Ah, Dorado Games surrendered to the legions of players asking to play North Korea :D

    Very nice update ! We'll try it tommorrow.

    A part of me finds sad that players didn't enjoyed the "experimental curve" for arms industry :/
    Running an online alliance is pretty much like running a small company, except you need to find other way than money to keep your employees productive. May they play or work, they are humans.
  • I started just the first game after the update as Israel. Very nice. And the most new unit balancings a also very good. The weaker power of CRV and amphibious vehicle against tanks is nice and also the better power against infantr.
    Also the MBT update with more power against infantry and a little power against helicopters.

    Only the expencive costs of annex are too much. I thing the most players dont annex the cities in the future.

    Now are the most research times a day and longer????? Thats too long to have a modern army. If this not changed, the most players only use a few kinds of units and not the many units we have in this game. This make the game not better.
    Please we need shorter research times´or something to use units from other nations like in the begin of this game.
    „Morgen, ihr Luschen!“ --- „Morgen, Chef!“ (Ausbilder Schmidt alias Holger Müller bei der Arbeit)

    The post was edited 1 time, last by Seele07 ().

  • I feel a disturbance in the force. Thousands of CON players give a sigh of relief and say "Nice.."

    One change raises questions for me: Given how profound the changes in Annexation are, and how steeply the cost has risen to annex a city.... WHY would a player want to annex a city any more? What do we get in exchange for the 36 hour wait and the massive commitment of resources?

    More than any of the other changes, this one puzzles me.


    Blast Radius
    p.s.
    I love the idea of highways. Travel in South America might become viable for vehicles, and Armored units will no longer be lawn ornaments.


    B.R.



    Gorczyk wrote:

    ANNEXATION REWORK

    Increased Annexation cost
    Basic Supplies from 1000 to 5000
    Industrial Components from 250 to 5000
    Manpower from 750 to 1000
    Rare Materials from 0 to 2000
    Fuel from 0 to 3000
    Money from 5000 to 15000
    Increased Annexation time from 12 to 36 hours
    Annexation is no longer required to construct buildings in City
    "Gentlemen, When the enemy is committed to a mistake we must not interrupt him too soon"
    -- Admiral Horatio Nelson --
  • Hi Blastradius,

    Actually the benefits of annexing are twofold:

    1) allowing player to mobilize troops in said city

    2) benefit from 50% instead of 25% resource yield (resource cost amortization time depends on resource type and buildings constructed - should be generally around 15-20 days)

    So it's part long term economical commitment as well as short term military benefit, justifying the high investment.

    //G
    "Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf
  • Annexation would be your long term economical ROI, to do when the province is secured, high morale, and filled with infrastructure. Something optional, and not desirable everywhere. With feedbacks over two or three games, however, it's obvious it will be tweaked. You should see it the other way : The limitations due to annexations have been disabled, allowing you to build easily, but the "resource factor" has been limited to something really expensive.

    It will be interesting to check if people do not annex any more, especially in the mid-late game.

    My small opinion on this is that indeed, the Time to get a ROI may be too long. I would advocate for reduced cost, while the long time seems perfectly fine by me. Or maybe a more sensible upgrade to the base production, in order to stimulate the market, maybe ? 25-->60 reduces the ROI time ^^.
    Running an online alliance is pretty much like running a small company, except you need to find other way than money to keep your employees productive. May they play or work, they are humans.
  • We shall indeed see... it does pay off relatively quickly, if the city grows and buildings are constructed. This, paired with higher morale really changes the picture. Thing is: these interconnected benefits are not immediately obvious and require some deeper understanding of the mechanics - something totally intended to allow for some economical learning / meta gameplay
    "Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf
  • Gorczyk wrote:

    Overhauled all Research times to be longer in the beginning and more evenly interspersed over 36 hours
    Now also the shorter research times from 10 h and 15 h are longer. But this makes the game boring. I have a mass of units to research and with the new updates one more. But I can only research very few units with this long research times.
    Why the research times dont become shorter in the middle and the late game? Then I have more rare materials.
    If I will play a modern nation like US with carriers and a modern army i must wait weeks before I have all the units.
    „Morgen, ihr Luschen!“ --- „Morgen, Chef!“ (Ausbilder Schmidt alias Holger Müller bei der Arbeit)
  • Ok, I am a bit confused here.

    The average game lasts about 9 days. The average war time last about 48 hours.
    But the payback time for an annexation is "15 to 20 days".

    Can someone explain how this is not an assault on Team games?

    For me, the team games are the real game. The pubs are just for new players and to fool around in. Not everyone has to agree with this and not everyone does.
    But coming from my perspective, Annexation has been removed from the game and the game is severely lacking now without that element.

    To be clear... Annexing was already too expensive so we were not using the feature anymore except for chips and rare material cities.
    So when it was already too expensive, why on earth would it be increased so much?

    The post was edited 1 time, last by Cyclone46 ().

  • Annexion is dead.

    I won last game without one annexion. I don't get the point with this update. Only noobs will annex now, and they gonna waste their ressources for nothing.
    I don't really need to build in annexed cities (we lake sufficient ressources to use all our homeland capacity anyway). 25% to 50% not so impressive, and they won't reach more than 60% happiness before the end of the game. IMO, you'll never reach the ROI.
    Time will tell i'm right.
    Frexit

    The post was edited 3 times, last by Kristovi ().

  • I love what you did guys with Syria, Both Koreas and Israel (still waiting for Taiwan).

    I think you should upgrade the idea of "small" countries a bit. Each of those "small" countries should produce each of resources on it's own land. If you can't put more cities on the map, place the resources in one of the empty province like you did in other biger countries. You may ask why I'm pointing this. Well, because market is broken, just don't work. As Israel for exaple after few days you are just starving of fuel (which is also funny because Israel produce twice more Oil than use). Having like just 100/h fuel and electronics would be great.

    Another problem is army forces, Israel should have definitely something more than just one jet. Maybe Corvette, Theater Defence System, Rocket artillery and for sure additional two striker jets. It's one of the bigest military equipment exporter, it's also probabably following North Korea and Taiwan most militarized country on the world. It deserve for much, much more than just one jet and few infantry units.

    Also 1500 VP to finish the map for country like Israel is a way too much. 1000 VP or max 1250 VP would be optimal.

    The post was edited 5 times, last by Dante4670 ().

  • I asked you if you wanted to play small nations with all their limitations : the answer was "yes". Now you got them so please don't come running going "there are limitations and they are not fair"... of course there are - that's why I asked in the first place. We have ideas on how to balance small countries but they will require serious coding and balancing...
    "Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf