Call of War cover art

Call of War

A slow WW2 grand-strategy of economy management against scheming human nations.

Here's the argument for where this game sits - disagree freely.
Match your experience?
EXECUTION1 /10READS6 /10VARIANCE3 /10OPTIMIZATION8 /10

the cheat-test profile

The four axes - the argument

Each axis is rated on its own - how far one cheat would trivialize the game here. They don't trade off; low on all four means the game is an experience, not a contest.

  1. Execution

    cheat: Aimbot - perfect inputs

    1/10

    Issuing orders is trivial; no twitch dimension

  2. Reads

    cheat: Out-predict an adaptive opponent

    6/10

    Human players form alliances and bluff in real time

  3. Variance

    cheat: See what's hidden / map the RNG

    3/10

    Fog of war hides enemy unit positions and plans

  4. Optimization

    cheat: A perfect solver / coach

    8/10

    Economy, research and unit composition decide the war

How to read this

Each axis is named by the cheat that would break the game along it. Execution is the hands. Reads is out-thinking an adaptive opponent. Variance is hidden information & RNG. Optimization is the solvable systems layer. A game's region is the top one or two axes.

These four aren't one rating split four ways - they're independent 0-10 questions. A 9 on one axis takes nothing from the others, and a game low on all four isn't missing data: it's telling you there's no skill here to cheat.

The basis is how the majority actually plays this game - not a niche mode or a personal run. For a game with very different modes (a story campaign versus ranked multiplayer), that's the version most people mean.

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Game details

Released
2017
Developer
Bytro Labs
Platforms
Linux, Android, PC, Mac
Modes
Multiplayer, Co-operative, Massively Multiplayer Online (MMO)
IGDB users
56/100
SimulatorStrategy