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Capitalization was fixedfrom Videogame.Call Of War to VideoGame.Call Of War. Null edit to update page.
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Set in [[{{UsefulNotes/World WarII}} World War Two]], players can take control of a number of countries, each adherring to one of four "doctrines" (factions).

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Set in [[{{UsefulNotes/World WarII}} World War Two]], players can take control of a number of countries, each adherring to one of four "doctrines" (factions). Each map has different layouts and, with the exception of the Historic World War and its variants, are of equal strength in theory.



* AdamSmithHatesYourGuts: [[JustifiedTrope Justified]]. As the game progresses, human players who declare war on AI will become unpopular with other AI, leading to war or trade embargoes. By the late game, the only deals on the stock market are exorbitant.
* TheAlliance: Coalitions are the in-game equivalent, allowing players to band together for a victory.

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* AdamSmithHatesYourGuts: [[JustifiedTrope Justified]]. As the game progresses, human players who declare war on AI will become unpopular with other AI, leading to war or trade embargoes. By the late game, the only deals on the stock market are exorbitant.
exorbitant, if not the reduction of AI nations to create supply and demand around, then the unpopularity of them would spike the price.
* TheAlliance: Coalitions are the in-game equivalent, allowing players to band together for a victory. Considering that you win with ''any'' coalition or yourself, expect BadSamaritan, BastardUnderstudy (if the coalition haven't placated them enough), and {{Realpolitik}}.



* ConservationOfNinjutsu: State-based damage efficiency of an army means that, if the army's size exceeds 10 units, only the ten most effective will deal damage. As such, it's not uncommon for a smaller stack or group of much smaller stacks to defeat a much large "doom stack" due to their higher SBDE.
* ChronicBackstabbingDisorder: The game mechanics try to avert this. It takes three days to rejoin after leaving a coalition, making people think twice before betraying their teammates.

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* ConservationOfNinjutsu: State-based damage efficiency of an army means that, if the army's size exceeds 10 units, only the ten most effective will deal damage. As such, it's not uncommon for a smaller stack or group of much smaller stacks to defeat a much large "doom stack" due to their higher SBDE.
SBDE. However, stacking units does increase total health and reduce damage distribution per individual unit (which maintains a greater damage efficiency as damage output is affected by the 10 effective unit's health) and units can delegate other damage output for ergonomic utility, but also carries a risk of being nuked.
* ChronicBackstabbingDisorder: The game mechanics try to avert this. It takes three days to rejoin after leaving a coalition, making people think twice before betraying their teammates. On the other hand, betraying a coalition for the other coalition can use this mechanic as [[{{Realpolitik}} a great trust commitment]] for the betrayer to it's new overlord.



* TheEmpire: What every player aspires to be.

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* TheEmpire: What every player aspires to be. Or subvert this trope by joining a game and then leave for no reason, and in very rare cases, some are more [[PuppetState tributary and passive]].



* FragileSpeedster: Many Pan-Asian units, particularly armoured vehicles, are this, since the Pan-Asian doctrine emphasises speed and surprise over power.

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* FragileSpeedster: Many Several Pan-Asian units, particularly armoured vehicles, are this, since the Pan-Asian doctrine emphasises speed and surprise over power.health.



* GeoEffects: The Terrain Bonus is this. The five types of terrain -- plains, hills, mountains, forests, and cities -- all offer advantages to different types of units. Certain terrain -- particularly mountains -- also slows units down.

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* GeoEffects: The Terrain Bonus is this. The five types of terrain -- plains, hills, mountains, forests, and cities -- all offer advantages to different types of units. Certain terrain -- particularly mountains -- also slows units down. Naval warfare also covers this, with destroyers being possible to attack land units, albeit said units have to be on the edge of the coast.



* MoraleMechanic: Every province has a morale score, decreasing depending on, among other things, distance from the capitol. Fighting multiple wars or invading lots of countries very quickly will usually do bad things through the "expansion penalty" [[DiminishingReturnsForBalance to challenge accomplished players.]]

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* MoraleMechanic: Every province has a morale score, decreasing depending on, among other things, distance from the capitol. Fighting multiple wars or invading conquering lots of countries very quickly provinces will usually do bad things through the "expansion penalty" [[DiminishingReturnsForBalance to challenge accomplished players.]]]]. This can be improved with propaganda boxes.



* QualityVsQuantity: At one end of the scale, the Axis doctrine ("power") boasts units with high hitpoints and damage. However, they are expensive to make and losing one will cost you. On the other end of the scale, the Comintern doctrine features cheaper, but less effective units that are best deployed ''en masse''. Somewhere in the middle of the scale, the Allied doctrine ("optimisation") has reduced production time while still having decent units.

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* QualityVsQuantity: At one end of the scale, the Axis doctrine ("power") boasts units with high hitpoints and damage. However, they are expensive to make and losing one will cost you. On the other end of the scale, the Comintern doctrine features cheaper, but less effective units that are best deployed ''en masse''. Somewhere in the middle of the scale, the Allied doctrine ("optimisation") has reduced production time while still having decent units.time, but outside of SP artillery, Tactical Bombers, Mech Infantry and Tank Destroyers, most units are penalized by late research or lack any buffs to compensate a -10% in speed.



* SpaceFillingEmpire: Often averted; a number of small AI nations exist generally to be invaded by players. Often these will be ignored if players have more important things to do.

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* SpaceFillingEmpire: Often averted; a number of small AI nations exist generally to be invaded by players. Often these will be ignored if players have more important things to do. [[CantKillYouStillNeedYou Or maintain AI relations and markets.]]



** AntiArmour: Artillery, anti-tank guns, tank destroyers, and attack bombers deal the most damage against heavy armour. Tanks and commandoes are best against light armour.

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** AntiArmour: Artillery, anti-tank guns, tank destroyers, and attack bombers deal the most damage against heavy armour. Tanks and commandoes are best against light armour.armour and aren't too shabby against heavy armour. AA artillery, while mostly against air, can substitute AT artillery against heavy tanks if given reinforcement (especially the Axis Doctrine).
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*TheBigBoard: The game is depicted as one of these, being laid on a wooden table and with troop icons representing whole regiments or divisions.
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** The "Capital Rush" event takes this [[Exaggerated Trope to the extreme]]. The sole objective is to capture as many enemy capitals as possible.

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** The "Capital Rush" event takes this [[Exaggerated Trope [[ExaggeratedTrope to the extreme]]. The sole objective is to capture as many enemy capitals as possible.
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** Motorised infantry and low-level light armour tends to be this; higher-level armoured cars and light tanks transition to LightningBruiser after lvl.3 or so.
* GangUpOnTheHuman: If a human player becomes unpopular enough, AI will gang up on him. AI will rarely declare war on other AI.
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* ScratchDamage: Aircraft convoys will deal this[[note]] 0.5 damage to all armour classes[[/note]]. Low-level transport ships deal somewhat more damage but less than most other units.
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* AdamSmithHatesYourGuts: [[JustifiedTrope Justified]]. As the game progresses, human players who declare war on AI will become unpopular with other AI, leading to war or trade embargoes. By the late game, the only deals on the stock market are exorbitant.
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* AwesomeButImpractical: Atom bombs. While they do massive damage to enemy units, buildings, and morale, due to their prohibitive costs, lengthy research time, and the comparative[[note]] they still have over 60 hitpoints[[/note]] vulnerability of nuclear bombers to interceptors and anti-aircraft guns, as well as their limited range, mean that they are rarely used.

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* AwesomeButImpractical: Atom bombs. While they do massive damage to enemy units, buildings, and morale, due to their prohibitive costs, lengthy research time, and the comparative[[note]] they still have over 60 hitpoints[[/note]] vulnerability of nuclear bombers to interceptors and anti-aircraft guns, as well as their limited range, [[NuclearNullifier mean that they are rarely used.used]].
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* QualityVsQuantity: At one end of the scale, the Axis doctrine ("power") boasts units with high hitpoints and damage. However, they are expensive to make and losing one will cost you. On the other end of the scale, the Comintern doctrine features cheaper, but less effective units that are best deployed ''en masse''. Somewhere in the middle of the scale, the Allied doctrin ("optimisation") has reduced production time while still having decent units.

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* QualityVsQuantity: At one end of the scale, the Axis doctrine ("power") boasts units with high hitpoints and damage. However, they are expensive to make and losing one will cost you. On the other end of the scale, the Comintern doctrine features cheaper, but less effective units that are best deployed ''en masse''. Somewhere in the middle of the scale, the Allied doctrin doctrine ("optimisation") has reduced production time while still having decent units.
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* InvadedStatesOfAmerica / DayOfTheJackboot: The premise of the ''Dawn of the Patriot'' map is an [[AlternateHistoryNaziVictory Alternate-History Axis Victory]]''a la'' ''Literature/TheManInTheHighCastle'', featuring three factions; a Japanese puppet state on the Pacific coast, a Nazi puppet state on the Atlantic seaboard, and an [[LaResistance American Remnant]] in the mid-west.

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* InvadedStatesOfAmerica / DayOfTheJackboot: The premise of the ''Dawn of the Patriot'' map is an [[AlternateHistoryNaziVictory Alternate-History Axis Victory]]''a Victory]] ''a la'' ''Literature/TheManInTheHighCastle'', featuring three factions; a Japanese puppet state on the Pacific coast, a Nazi puppet state on the Atlantic seaboard, and an [[LaResistance American Remnant]] in the mid-west.
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rectified lazy writing


* AIGeneratedEconomy: AI nations make the majority of Stock Market deals, meaning then effectively control the in-game economy; if enough AI choose to embargo a human player they can also cripple their nation's economy. However, the game also has aspects of a PlayerGeneratedEconomy in that human players represent most of the demand for these resources.

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* AIGeneratedEconomy: AI nations make the majority of Stock Market deals, meaning then they effectively control the in-game economy; if enough AI choose to embargo a human player they can also cripple their nation's economy. However, the game also has aspects of a PlayerGeneratedEconomy in that human players represent most of the demand for these resources.



** The "Capital Rush" event. The sole objective is to capture as many enemy capitals as possible.

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** The "Capital Rush" event.event takes this [[Exaggerated Trope to the extreme]]. The sole objective is to capture as many enemy capitals as possible.
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Up To Eleven is no longer a trope


** The "Capital Rush" event takes this UpToEleven, with the sole objective being to capture as many enemy capitals as possible.

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** The "Capital Rush" event takes this UpToEleven, with the event. The sole objective being is to capture as many enemy capitals as possible.
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* HiddenArmyReveal: Stealth units are invisible until uncovered by scout units or engaged in combat, leading to this trope.

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