DOCTRINE OVERHAUL UPDATE 171026

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

    • DOCTRINE OVERHAUL UPDATE 171026

      Commanders;
      For the following changes to be seen ingame, you will need to create a new game or join a game which was created after todays update.

      Given todays update we are sure you will have a more consistent experience, and we feel confident that we have delivered that and more. New Units, Doctorine changes, Balance changes, Bug fixes, Game design changes, UI changes; You name it. Take your time to digest the changes and tell us how your units are holding up. Except against Nukes... your units should hide from nukes :whistling:


      NEW UNITS
      Armored Fighting Vehicles have now entered the battlefield: Serving as a rapid deployment force with high ground mobility they are the go-to unit for most terrain types.


      NEW RESEARCH SLOT
      -Added a third research slot and reduced the costs for all minor upgrades across the board by about 1/3.
      This should nicely increase the speed and amount with which researches are fielded into the waiting combat units.


      MAP CHANGES
      -Added 4 more player nations to the world map: Austria, New Zealand, Morocco and Cuba
      -Reworked the balancing of the existing countries – giving small nations a fighting chance by increasing count to 5 cities, upping the city count for Very Large Nations to 11 (who finds Russia’s 11th one?), moved some cities (Russia again), added one more city to Germany (Stuttgart), as well as reducing several nations to more “manageable” sizes, such as Serbia and Greece amongst others …


      OVERHAULED DOCTRINES
      -We reworked the three doctrines and shifted researches allowing each doctrine several unique early unit researches, representing the different military strategies used in the game (see chart)
      - Day 1 Western Doctrine Researches: AFV, Airborne Infantry and Attack Helis
      - Day 1 Eastern Doctrine Researches: MBTs, Mobile Artillery and Gunships
      - Day 1 European Doctrine Researches: TDs, Mechanized Infantry and Strike Fighters

      INTEL CHANGES
      - Restricted the number of enemy agents on a mission to one per city (non-stackable)
      - Increased standard discovery chance of agents on any mission
      - Increased Counter-Ops chance of success (Agents on Counter-Ops remain stackable)
      - Reduced agent idle cost to 250/day
      - Reduced Counter-Ops cost to 250/day
      - Adjusted prices for instant Intel
      - Updated all Agent Mission descriptions to reflect the realities of their nature
      - Increased damages for Agent Missions
      - Removed duplicate features and result wildcards from Agent Missions
      - Reduced "Reveal Local Forces" range to 25% of previous uncovering area

      GENERAL IMPROVEMENTS AND FIXES
      - Improved UI for Mobilization and Construction
      - Added Building HP info to tooltips
      - Event Log messages will now remain in the log until game-day change
      - Creating Anonymous News now is a Security Council Members exclusive
      - Creating Alliances now is a Security Council Members exclusive
      - Added satellite icon to “Reveal Nation’s Forces” to help players understand what it does
      - Added missing unit pictures in the research screen
      - Added doctrine specific identifiers to research screen
      - Removed military strength and research indicators from news
      - Removed Security Council info from player info screen to keep it secret
      - Fixed stuck in fighting issue where two units would be locked in combat for days
      - Fixed Decontamination in conquered territories
      - Fixed issues with newspaper player pictures by limiting their size
      - Fixed issues with alliance creation by limiting alliance picture sizes
      - Fixed alliance creation not possible because of the create button getting stuck
      - Fixed issue where conversations were not available to players in coalitions or alliances
      - Fixed Agents being called Spies – big difference of course…
      - Fixed display of agent salaries in the Intel screen
      - Fixed several errors and game not loading events

      GENERAL BALANCING
      - Increased maximum penalty for crimes against humanity from -25 to -30
      - Increased overall Morale and Population damage for all units
      - Decreased province Manpower income from 30 to 15
      - Increased Manpower starting stock from 5000 to 7500


      UNIT BALANCING
      - Rebalanced Combat Recon Vehicles, Amphibious Vehicles, Main Battle Tanks and Tank Destroyers to allow for the new Armored Fighting Vehicles

      Special Forces
      - Increased Aircraft damage from 0.5/1/2/2/2 to 1/2/2.5/2.5/3.5
      - Increased Helicopter damage from to 1.5/2/2.5/2.5/3 to 2/3/4/4/5

      National Guard
      - Increased Infantry damage from 1.5/2/2/2.5/2.5/3/3 to 1.5/2/2/2.5/3/3.5/4

      Combat Recon Vehicle
      - Decreased Infantry damage from 6/7/7/8/9/11/11 to 4.5/5/5/6/6.5/7/7
      - Decreased Armored damage from 2/2/2/3/3/5/5 to 1/1/1.5/2.5/2.5/4/4
      - Increased Aircraft damage from 0.5 to 1/1/1/1.5/1.5/2/2
      - Decreased Hit points from 25/25/27/29/29/32/35 to 17/17/17/19/21/21/23/25
      - Introduced Airmobile from level 3
      - Introduced Scout Feature vs Stealth Ground from level 1

      Main Battle Tank
      - Decreased Hit points from 50/55/57/60/62/65/65 to 45/45/47/50/52/55/55

      Tank Destroyer
      - Increased Armored damage from 8/8.5/9/10/10.5/12 to 9/9.5/10/11/12/13

      Air Superiority Fighter
      - Adjusted Research Day Available from 1/2/5/11/16/22/24 to 1/3/5/11/16/22/24

      Naval Strike Fighter
      - Adjusted Research Day available from 4/15/26 to 5/15/26

      Towed Artillery
      - Increased Infantry damage from 3/3.5/5/5.5/6/7/7.5 to 4/4.5/5/6/7/8/9
      - Increased range from 50/60/60/60/60/60/75 to 60/75/75/75/75/75/100
      - Adjusted Research day available from 1/2/12/15/18/23/26 to 1/5/12/15/18/23/26

      Mobile Artillery
      - Decreased Hit points from 25/25/27/30/30/35 to 22/22/25/27/27/30
      - Adjusted range from 75/100/100/100/100/100 to 60/75/75/100/100/100

      MRLS
      - Decreased movement speed from 1/1.3/1.3/1.3/1.3 to 0.75/1/1/1/1

      Ballistic Missile Launcher / ICBM Launcher
      - Introduced Stealth for all levels
      - Decreased Movement speed from 1 to 0.5
      - Removed Airlift

      Stealth Air Superiority Fighter
      - Introduced Scout Feature vs Stealth Air Units

      UAV
      - Introduced Scout Feature for Ground Units

      Ballistic Missile Submarine
      - Reduced Naval Base requirement from level 6 to level 5

      Conventional Warheads
      - Reduced the amount of warheads produced from 5 to 4

      Chemical Warheads
      - Decreased production cost
      - Basic Supplies from 925 to 850
      - Rare materials from 500 to 350
      - Money from 3000 to 2750

      Nuclear Warheads
      - Increased the amount of warheads produced from 1 to 2
      - Decreased Money cost from 4000 to 3750

      ICBM
      - Decreased amount of possible levels from 5 to 4 (removed last level)
      - Replaced Booster Upgrade research with Fuel Improvement research
      - Adjusted range from 5000/5000/5000/5000/20000 to 5000/5000/7500/10000
      - Adjusted speed from 45/45/55/55/55 to 45 on all levels
      - Changed Research day available from 6/8/17/27/30 to 6/11/17/25/27


      BUILDING BALANCING
      Naval Base
      - Decreased amount of possible levels from 6 to 5 (removed last level)

      Secret Weapons Lab
      - Reduced Construction time from 20/24/30/36/48 to 20/24/28/32/36

      Recruiting Office
      - Increased Manpower daily bonus from 50/100/150/200/250 to 150/175/200/225/250


      RESEARCH BALANCING
      General Research Balancing
      - Minor researches now cost only 2/3 of their respective major research

      Motorized Infantry
      - Increased time from 1.5m/22/23/25/26/28/29 to 1.5m/25/26/27/28/29/30

      Combat Recon Vehicle
      - Increased time from 0.5/23/24/26/27/29/30 to 0.5/24/25/26/27/29/30

      Amphibious Combat Vehicle
      - Unit is now branching out from Armored Fighting Vehicle
      - Adjusted amount of units/researches and days available from 3/7/10/14/22/26 to 3/14/26

      Towed Artillery
      - Increased time from 19/20/22/23/24/26/27 to 24/25/26/27/28/29/30
      - Adjusted day available from 1/2/12/15/18/23/26 to 1/5/12/15/18/23/26


      Mobile Radar
      - Increased time from 21/22/24/25/26/28 to 24/25/26/27/28/29


      Helicopter Gunship
      - Adjusted day available from 1/3/9/12/18/22/27 to 2/4/9/12/18/22/27
      - Available from Day 1 for Eastern Doctrine

      Attack Helicopter
      - Available from Day 1 for Western Doctrine

      Air Superiority Fighter
      - Increased time from 0.5/24/25/27/28/29/31 to 0.5/25/2627/28/29/31
      - Adjusted day available from 1/2/5/11/16/22/24 to 1/3/6/11/16/22/24


      Strike Fighter
      - Adjusted day Available from 1/2/8/11/20/23/30 to 2/4/8/11/20/23/30
      - Available from day 1 for European Doctrine


      Drone
      - Increased time from 21/22/24/25/26/28 to 24/25/26/27/28/29


      Guided Missile Program
      - Reduced time from 38 to 34
      - Decreased Money cost from 15000 to 10000

      Chemical Weapons Program
      - Decreased time from 38 to 36
      - Decreased price
      - Basic Supplies from 4000 to 3750
      - Rare Materials from 5000 to 4000
      - Money from 15000 to 12500

      Nuclear Weapons Program
      - Decreased time from 52 to 38
      - Decreased price
      - Basic Supplies from 6000 to 5000
      - Rare Materials from 8000 to 5000
      - Money from 25000 to 15000

      //CoN Team
      "Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf

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

    • First research bug: European doctrin MBT level 2 gives no more HPs

      But after this update we need no MBT. The AFV have enough HPs and power against tanks and air units. For what we need MBT?. Why the HPs of MBT are so few?
      „Morgen, ihr Luschen!“ --- „Morgen, Chef!“ (Ausbilder Schmidt alias Holger Müller bei der Arbeit)
    • But the level 2 MBT give no more HPs. :D

      I have seen AFV western doctrin and european doctrin are now specific, but only the western doctrin has more HPs.
      What is specific on european doctrin AFV? And the AFV have too much HPs.
      A M 3 Bradley (western doktrin AFV) have more HPs than a Challanger2 (MBT european doctrin)? ?(
      Sorry but this balancing is stupid.
      „Morgen, ihr Luschen!“ --- „Morgen, Chef!“ (Ausbilder Schmidt alias Holger Müller bei der Arbeit)

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

    • Thank you for the updates and continued game improvement. I love the 3rd research slot and doctrine-specific day 1 advantages. However, I think of all the changes, this is my favorite: "GENERAL IMPROVEMENTS AND FIXES - Improved UI for Mobilization and Construction". WOW! What a vast difference. I can figure out what I've researched and if I have enough resources to mobilize/build all on the same screen. It's intuitive, but I was going back and forth to figure it all out before. This update is MUCH nicer. Keep up the good work!
      Some things never change...

    • The EU AFV is not special, it's the US version that is. Right now there are lots of "specific" markers in the game which really do not carry a lot of meaning any longer. I propose to remove them in the future.

      concerning the HP of AFV vs Tanks in different levels: this is where reality meets simple game design. It's not logical if you associate HP with Armor or such - but then think of it as a combination of armor, manouver, ability to evade fire etc.

      //G
      "Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf
    • That is what I mean, but now the western doctrin has 1 more specific, or what is the new specific of eastern and european doctrin?
      This is also only written in a new game from today after the newest update. In the older games the Scorpion inst specific.
      Airbornbug.png

      Specific western doctrin:
      1. MBT
      2. AFV
      3. Marines
      4. Attack helicopter
      5. Airsuperior fighter
      6. Bomber

      Specific eastern doctrin:
      1. MBT
      2. Special forces
      3. SAM
      4. towed artillery
      5. Gunship helicopter

      Specific european doctrin:
      1. Mech. infantry
      2. TD
      3. AA tank
      4. Mot. artillery
      5. Strike fighter

      I missed the 6. specific of eastern and european doctrin.
      My suggest for european doctrin is a bonus of MBT. :D Give the european tank 1 power more against infantry and armour only in the attack or only in the defense.
      „Morgen, ihr Luschen!“ --- „Morgen, Chef!“ (Ausbilder Schmidt alias Holger Müller bei der Arbeit)

      The post was edited 3 times, last by Seele07 ().

    • You can basically ignore the "Spezial" - it originally meant we made a unit specifically for a doctrine. It's changed technically since we launched - most units are now "SPEZ" or Special - as we are adding more and more to the "individual" section. Kinda hard to explain and has a lot to do with legacy.
      I just made a ticket to get rid of this in the next update or a hotfix. Doesn't carry any meaning any longer really.

      //G
      "Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf
    • Well I am excited to try out a lot of these new features. There are so many I don't know where to start, but the 3rd research slot is super nice. Overall the info looks like a lot of really positive changes. Do I wish agents got a reduction in inital cost? Yeah of course, but i am sure there are balance reasons for it. CRV's seem to have taken a big hit, reducing both armored and infantry damage makes them much less of a go to unit for basic land locked countries, imho.

      I have to admit my jury is still out on the new combat vehicles. They sound interesting, but I worry that with having yet another research tech to go down, it results in a lot of lvl 1 units as certain units types seem to be 'needed' for a balanced force, but you can either go wide or deep. It just seems like this might be a little extra wide. It kind of makes me think of your reply to COIN/CAS aircraft as being unnecessary as that role is effectively filled by helo's. It seems the lines between crv, combat vehicle, AT, and mbt are being blurred. Before it was kind of CRV was anti inf, AT was anti armor, mbt was anti anything on the ground. I want to see how this unit plays out.

      I do have a little complaint though. Why did you increase the research/production time on drones? the first few levels they are short life span units as it is, but now it takes even longer to build them?? They will be shot down within hours of being built. There whole purpose is fly over areas to see what is there, and then get shot down. I just feel they should have gotten a build speed increase at least.

      One other little thought, with the research trees becoming so mature and in depth, any chance of seeing some mid game quick research time on units? Kind of like how day one we get 30 minute research on some basic units, it would be nice to get a reward around day 18 or 20 that sees some new units coming available that have the fast research times. I am thinking something like naval fighter or naval strike.. maybe the naval awacs. It could also be for some mid tier upgrades that you can just do quickly (not cheaply mind you). Something like engine upgrades, that aren't game changers, but can be nice especially in nations with REALLY large provinces to cross.

      Looking forward to trying things out and thanks again for all your hard work. It really is appreciated, and at least in my case, the feedback is just that, player thoughts. They aren't critical just trying to be helpful.
      ----------------------

      Jacopo: Why not just kill them? I'll do it! I'll run up to Paris - bam, bam, bam, bam. I'm back before week's end. We spend the treasure. How is this a bad plan?

      Remember that no one ever won a war by dying for his country. He won it by making the other poor dumb idiot die for his country.
    • Nice hide on the 11th russian city. Took me a few minutes to find it.

      Also just nitpicking, but two geography errors - Taipei is in Taiwan in the game, but the official name of the country is Republic of China. And in Israel, the capital is listed as Tel Aviv, yet this was only ever the provisional capital and since 1967 the capital has been Jerusalem. It is where the pm's office is, parliament is, the high court, all the major ministries. The only thing NOT in Jerusalem is everyone's embassies, because the UN ordered them NOT to put embassies in Jerusalem because their knickers are twisted. A country has the right to declare it's own capital city, and denying calling Jerusalem Israel's capital is kind of rude. You call Bern the capital of switzerland, but it isn't. It is the where the seat of government is (like Jerusalem) but it is not listed by the Swiss as their capital. So if it is being called that in game because it is the seat of government then Jerusalem should be for Israel, even if some people get their feathers ruffled, it is factually the capital. Rio USED to be Brazil's capital and you recognize that they made it Brasilia.. This is just wrong to not recognize it.
      ----------------------

      Jacopo: Why not just kill them? I'll do it! I'll run up to Paris - bam, bam, bam, bam. I'm back before week's end. We spend the treasure. How is this a bad plan?

      Remember that no one ever won a war by dying for his country. He won it by making the other poor dumb idiot die for his country.