New Year Update (180116)

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    • New Year Update (180116)

      Dear players,
      In our first update of the New Year we are improving several key aspects of the game, repeatedly requested by our player over the past weeks.
      First and foremost, we noticeably darkened the fog of war throughout the game. Besides aesthetical reasons, this was primarily done to distinguish units view ranges from their radar ranges.
      Tying into the new fog, we simplified all units view distances, unified terrain view ranges and generalised the way enemy units are treated by the fog of war: In friendly territory they show up fully, on foreign soil they are unidentified unless scouted out accordingly.

      Balancing-wise we buffed and nerfed several units according to feedback and observation, specifically mentioning insurgents who now are no longer stealthy and move less often than before, stealth planes which now have more days before becoming countered, and artillery with some reduced ranges to reflect the overall rock-paper-scissor of air/ground/arty gameplay. Additionally we have revamped cruise missiles, increasing their mid to late game potential, as well as limiting players from rushing them. This means that the Strike fighter research tree, Destroyer research tree, Missile research tree, Damage stats and more have been updated - see below list for details.

      Furthermore, airlifting via transport planes has been overhauled to now reflect the type of unit being transported, as well as the technology level and range involved. Airlifting light units remains unchanged, but larger units now will be only able to airlift later in the game - simulating advances in airlifting capability and focus of armed forces deploying said units globally. This will make naval transporting a necessity while removing the threat of instantly shifting armed forces. To assist ground units in movement we significantly increased the transport speed of Military Logistics.

      Finally, the holidays showed that our AFK-timer of 48h was just not enough to stop the AI from taking over player nations, so we upped the inactivity timer to the abandon setting of 72h. Please note that players who do not act in a given match for 72h straight are considered "abandoning" game and will be accordingly removed from coalitions etc.
      We hope that the above changes (and all the others listed below) meet your expectations and are looking forward to an extremely exciting and productive CON 2018.
      IMPORTANT: Please note that most balancing and map changes require a fresh start to experience them. Exception to this rule are the Updated Insurgents, which will be rolled out across all maps and versions. Happy Rogue State hunting!

      Transport Plane Overhaul
      • Revamped availability of Strategic Airlift, made units increase transport levels and added ranges to each tier
        • Tier I (max 2000 range)
          • Motorized Infantry, Naval Infantry, Airborne Infantry, Special Forces, National Guard, Combat Recon Vehicle, Towed Artillery
        • Tier II (max 5000 range)
          • Mechanized Infantry, Armored Fighting Vehicle, Amphibious Combat Vehicle, Tank Destroyer, Mobile Anti-Air, Mobile SAM, Mobile Radar
        • Tier III (max 10000 range)
          • Main Battle Tank, Mobile Artillery, Multiple Rocket Launcher, Theater Defense System

      Visuals Overhaul
      • Improved Fog of War visuals
      • General
        • Removed terrain dependent Visual Range penalties
        • All enemy ground units appear as unidentified when not on friendly territory
      • Changed Visual range for units
        • Ground Units
          • Combat Recon Vehicle and Special Forces to 35
          • Towed Artillery to 25/35
          • All other to 25
        • Air and Naval Units to 35
        • Submarines to 25
      Unit Balancing
      • Naval Infantry
        • Swapped Level 3 and Level 5 Researches (NBC Protection and Portable Air Defense)
      • Armored Fighting Vehicle
        • Swapped Level 3 and Level 5 Researches (NBC Protection and Reinforced A)
      • Towed Artillery
        • Decreased level 1 attack range from 60 to 50
      • Mobile Artillery
        • Decreased level 1 attack range from 60 to 50
      • Multiple Rocket Launcher System
        • Decreased attack range from 100/100/125/125/150 to 75/75/100/100/125
      • Transport Plane
        • Introduced Level 2 and Level 3 Transport Planes with progressive range and Hit points increase
          • Adjusted Hit points from 10 to 5/10/15
          • Adjusted range from 2000 to 2000/5000/10000
      • Insurgents
        • No longer have Stealth
        • Reduced amount of activity
      • Air Superiority Fighter
        • Increased Infantry damage from 2/2/2/2.5/2.5/3/3 to 2/2/2/3/3/4/4
        • Increased Armored damage from 0.5/0.5/0.5/1/1/1/1.5/1.5/1.5 to 1.5/1.5/1.5/2.5/2.5/3.5/3.5
      • Naval Air Superiority Fighter
        • Increased Infantry damage from 2/2.5/3 to 2/3/4
        • Increased Armored damage from 0.5/1/1.5 to 1.5/2.5/3.5
      • Stealth Air Superiority Fighter
        • Increased Infantry damage from 3.5 to 4
        • Increased Armored damage from 2 to 3.5
      • Strike Fighter
        • Removed Cruise Missile Capabilities from Tier 1
        • Increased European Doctrine building requirements from Air Base Level 1 to Level 2
        • Decreased Aircraft Damage from 3/3/4/5/5/8/8 to 2/2/3.5/4.5/4.5/7/7
        • Decreased Helicopter Damage from 4/4/5/6/6/8/8 to 3/3/4/5/5/7/7
      • Naval Strike Fighter
        • Removed Cruise Missile Capabilities from Tier 1
        • Decreased Infantry damage from 5/7/10 to 5/7/9
        • Decreased Armored damage from 5/7/10 to 5/7/9
        • Decreased Aircraft damage from 3/5/8 to 3/5/7
        • Decreased Helicopter damage from 4/6/8 to 4/6/7
      • Stealth Strike Fighter
        • Decreased Aircraft damage from 10 to 8.5
      • Helicopters
        • Helicopters can now be ferried with Transport Ship
        • Decreased Patrol Radius from 75 to 50
        • Decreased Ferry range from 2000 to 1000
      • Naval Patrol Aircraft
        • Decreased Patrol Radius from 75 to 50
      • Frigate
        • Decreased Aircraft damage from 8/8.5/9/10/10.5/11/12 to 7/7.5/8/9/9.5/10/11
      • Destroyer
        • Increased Aircraft damage from 1/1/1/1.5/1.5/2 to 2/2/3/3.5/3.5/4
        • Removed Cruise Missile Capabilities from Tier 1
        • Swapped Increased Missile Magazine Research for Increased Anti Air
      • Cruiser
        • Increased Aircraft damage from 1.5/1.5/2.5/2.5/3.5 to 2/2/3/3/4
      • Ballistic Missile Submarine
        • Decreased Naval Base requirement from level 5 to level 4
      • Cruise Missile, Conventional
        • Adjusted Armored damage from 30/35/40/50/55/70 to 30/35/40/55/60/70
        • Adjusted Building damage from 2/2/2/3.5/3.5/5 to 2/2/2/4/4/5
      • Cruise Missile, Chemical
        • Decreased Infantry damage from 50/55/60/75/80/100 to 40/45/50/65/70/80
        • Decreased Armored damage from 25/25/25/35/35/50 to 10/10/10/15/15/20
        • Increased Building damage from 1.5/1.5/1.5/2.5/2.5/3.5 to 2/2/2/4/4/5
        • Increased Population damage from 15/15/15/20/20/25 to 30/35/35/40/45/50
        • Increased Morale damage from 10/10/10/15/15/20 to 15/15/15/20/20/25
      • Cruise Missile, Nuclear
        • Decreased Infantry damage from 100/105/110/125/135/150 to 50/55/60/75/80/100
        • Decreased Armored damage from 125/130/135/150/160/200 to 50/55/60/75/80/100
        • Decreased Naval damage from 60/60/60/80/80/100/100 to 50/55/60/75/80/100
        • Increased Building damage from 10/10/10/15/15/20 to 15/15/15/20/25/30
        • Increased Population damage from 35/35/35/40/40/50 to 50/60/65/75/80/90
        • Increased Morale damage from 15/15/15/20/20/25 to 20/20/20/25/25/30
      • Cruise Missile Launcher
        • Increased Secret Weapons Lab requirement from level 1 to level 3
      • Ballistic Missile Launcher
        • Decreased Secret Weapons Lab requirement from level 3 to level 1
        • Renamed Tier 2 Easter Doctrine Ballistic Missile to SS-20 Saber
      Research Balancing
      • Theater Defense System
        • Adjusted Research Day Available from 5/8/12/15/22/27 to 5/8/12/15/22/28
      • Mobile Radar
        • from 3/7/13/17/23/25 to 3/7/13/17/25/28
      • Stealth Air Superiority Fighter, Stealth Strike Fighter, Stealth Bomber
        • Research Day Available changed from 18 to 16
      • Naval Air Superiority Fighter, Naval Strike Fighter
        • Research Day Available changed from 4/15/26 to 4/14/26
      • Frigate
        • 2/4/7/13/17/22/24 to 2/4/7/13/17/24/26
      • Cruise Missiles
        • Adjusted Research Day Available from 2/5/9/13/16/23 to 3/6/11/15/18/24
      • Ballistic Missiles
        • Adjusted Research Day Available from 3/6/11/15/18/24 to 2/5/9/13/16/23[b][/b]
      Building Balancing
      • Air Base
        • Increased Hit points from 5/10/15/20/25 to 10/15/20/25/30
      • Airfield
        • Increased Hit points from 5 to 10
      • Local Industries
        • Increased Hit points from 5/10/15 to 10/15/20
      • Combat Outpost
        • Introduced level 2 and level 3
        • Adjusted Costs
          • Basic Supplies from 500 to 500/750/1000
          • Fuel from 750 to 750/1000/1250
          • Industrial Components from 750 to 750/875/1000
          • Money from 2000 to 2000/2750/3500
        • Adjusted Upkeep from 100 to 100/110/120 Money
        • Adjusted Construction time from 9 to 9/14/18
        • Adjusted Damage reduction from 33% to 33%/43%/56%
        • Adjusted Morale Bonus from 10 to 10/12.5/15
        • Adjusted Hit points from 40 to 30/40/50
      • Field Hospital
        • Introduced level 2 and level 3
        • Adjusted Costs
          • Basic Supplies from 500 to 450/650/850
          • Industrial Components from 500 to 450/550/650
          • Electronics from 350 to 200/300/400
          • Money from 1500 to 1250/1750/3500
        • Adjusted Upkeep from 100 to 100/110/120 Money
        • Adjusted Construction time from 9 to 9/14/18
        • Introduced Morale Bonus at 10/12.5/15
        • Adjusted Hit points from 10 to 10/15/20
      • Military Logistics
        • Increased Movement Speed Bonus from +100% to +150%
        • Made Military Logistics conquerable (if not blown up prior to the take-over)
        • Logistics still remain "hidden" for enemies as long as a province is not conquered
      General
      • Increased AI replacement for inactive players from 48 to 72 hours
      • Auto-Gen games can now be joined for the first 2 days (previously it was only 1)
      • Added sound to message notification
      • Introduced walking animation to Airmobile Infantry
      • Fixed issue with units not visible on radar if in range of multiple radars
      • Fixed mixed up descriptions of level 2 and 3 Motorized Infantry researches
      • Fixed outdated or inaccurate building descriptions
      Map fixes
      • World 2020 Map
        • Renamed Xankhendi province to Stepanakert due to font issues
        • Fixed connection and map point issue in Bacolod, Philippines
      • Europe 1990 Map
        • Renamed duplicated Niksic province of Yugoslavia on Europe 1990 Map
        • Fixed issue with Soviet Union not having capital set properly


      //Your CoN Team
      Dorado Games
      Conflict Of Nations

    • I think it's gradual and "acquired".

      Would not make sense to Tier 3 tanks to be airlifted better than tier 3 infantry.
      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.
    • ok
      The tank destroyer tier 1 in eastern and western doctrin was a special tank for air attacking. This unit must also have airlifting in tier 1.
      For big nations(USA/ RUS) it is important to have a anti tank unit with airlifting in the early game.
      „Morgen, ihr Luschen!“ --- „Morgen, Chef!“ (Ausbilder Schmidt alias Holger Müller bei der Arbeit)
    • Yes - so it would be logical to actually have the Airlift there as well - it just breaks with our "Tier2" rule.

      Not a big issue though, 2 days after flying by helicopter it can fly with planes. So we should probably move it from level 4 / day 11 (tier 2) to level 3 / day 9.

      Will note it for the next update. This one slipped by me - thanks for the quality feedback Seele. +1
      "Going to war without France is like going hunting without an accordion." Gen. Norman Schwarzkopf
    • The same with the anti air tank and the mobile SAM. They all have air attack in tier 1.
      For me the tank destroyer must have air lifting and attack in tier 1, because it is a light unit like the CRV.
      The anti air tank and the mobile SAM can have airlifting later.
      „Morgen, ihr Luschen!“ --- „Morgen, Chef!“ (Ausbilder Schmidt alias Holger Müller bei der Arbeit)
    • Yak wrote:

      Air Superiority Fighter


      Increased Infantry damage from 2/2/2/2.5/2.5/3/3 to 2/2/2/3/3/4/4

      Increased Armored damage from 0.5/0.5/0.5/1/1/1/1.5/1.5/1.5 to 1.5/1.5/1.5/2.5/2.5/3.5/3.5

      Naval Air Superiority Fighter

      Yak wrote:

      Strike Fighter


      Removed Cruise Missile Capabilities from Tier 1

      Increased European Doctrine building requirements from Air Base Level 1 to Level 2

      Decreased Aircraft Damage from 3/3/4/5/5/8/8 to 2/2/3.5/4.5/4.5/7/7

      Decreased Helicopter Damage from 4/4/5/6/6/8/8 to 3/3/4/5/5/7/7
      I personally think the ground damage buff should have gone to strikes , they are the ones dedicated to ground assault and in the most danger from stacks of air defense , if you attack a stack of 10 level 2 motorized with a group of 5 max level strikes you are going to lose 2 airplanes and kill nothing.
    • 5*25 HP = 125 HP
      soft damage : 5*9 = 45.

      Entrenchment : factor 0.75. So, 33,75 soft damages


      10*15 = 150 HP

      anti-air damage : 10*2,3 = 23



      at max values :

      it's a 125 HP units with 33,75 damages, that costed 7 500 components, 4250 manpower, 6250 electronics, 22500 $
      against a 150 HP with 23 damages, that costed 6 500 supplies, 3 500 components, 8 500 manpowers, 10 000 $

      It's true that it doesn't seems really efficient.
      Stacking, in this situation, really is to the advantage of motorised infantry

      Much more if there is the 25% city bonus.

      I think the motorised inf deserves an consistant anti-air debuff in the matter :/

      Now, of course, you won't lose 2 strikes lvl max while killing nothing, but the fact is : a full strike figthter stack max level will be a negative economic outcome, against a lvl 2 motorised inf stack. Something that is "disturbing", considering the role of the plane.

      of course, you can still send in the chemicals, but in early... where there is much more chances to see Strike Fighter lvl 1 against motorised lvl 2, and considering the CM capacity has been withdrawn from them... Strike Fighters end non-competitive (aka negative economic outcome) against stacked infantry
      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.
    • @Opulon

      I'm wondering about 'first strike' skill to air units if they attack stack above 5 (or don't have specialized anti-air unit).
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      "We rarely recognize how wonderful it is that a person can traverse an entire lifetime without making a single really serious mistake — like putting a fork in one's eye or using a window instead of a door."
      - Marvin Lee Minsky

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    • Yak wrote:

      Increased European Doctrine building requirements from Air Base Level 1 to Level 2
      Ok, but the esatern doctrin needs for the gunship helicopter airbase 1 and by the western doctrin needs the attack helicopter only airbase 1.
      Get the european doctrin an other advantage?
      May be for the gunship helicopter or for the attack helicopter air base 1?
      Or for AWACs airbase level 3? The european doctrin nations often needs no bomber, because their countries and neighbours are smaller. So this countries use only for the AWACs the Airport level 4 or later for stealth aircrafts level 5.
      „Morgen, ihr Luschen!“ --- „Morgen, Chef!“ (Ausbilder Schmidt alias Holger Müller bei der Arbeit)

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

    • Yeah I agree with Seele. Western has always been higher health, higher research cost(most of the time at least) whereas Eastern is less health, less research cost(although they have better MBTs)

      But European has similar health to Eastern and similar research cost to Western. That's why I don't like European even though in my opinion it looks better.
      Famous quotes from me:
      "Just my important opinion"
      "The best player is the player who is patient, who is clever and who is ruthless."
      "I'm really great at diplomacy, terrible at strategy ;) "
    • Yak wrote:

      Cruise Missile, Chemical


      Decreased Infantry damage from 50/55/60/75/80/100 to 40/45/50/65/70/80 <------- Why? This is like population, only the NBC training should decrease this.

      Decreased Armored damage from 25/25/25/35/35/50 to 10/10/10/15/15/20

      Increased Building damage from 1.5/1.5/1.5/2.5/2.5/3.5 to 2/2/2/4/4/5 <------- Why? This is why you use chemical, to prevent infrastructure damage. This should be lowered or left alone.

      Increased Population damage from 15/15/15/20/20/25 to 30/35/35/40/45/50

      Increased Morale damage from 10/10/10/15/15/20 to 15/15/15/20/20/25
      "For what shall it profit a man, if he gain the whole world, and suffer the loss of his soul?" -
    • Few days after update i can tell that :
      - It's to easy to get ballistic missiles - only research, lab lv1, launcher, ammo, comparing to costs of anti-missile protection able to shoot them, it's profitable to rush those missiles. Maybe lab lv3.
      - military logistics are too expensive in fuel, because there must be many of them to make some cost-effective site, so now its easier to build airport and base on airlifting units / air units only. Maybe 350S/350C/350F/1000$ Boost 200%
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      ***

      "We rarely recognize how wonderful it is that a person can traverse an entire lifetime without making a single really serious mistake — like putting a fork in one's eye or using a window instead of a door."
      - Marvin Lee Minsky

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