Gameplay Guide
The Turn Cycle
Conquer is turn-based. Between turns, players submit orders — move armies, designate sectors, send messages, set diplomacy. When the turn processes, all orders execute simultaneously and the world advances.
- Turn opens — you receive a news report of what happened last turn
- Review your nation — check resources, armies, territories
- Submit orders — moves, designations, diplomacy (any time before turn end)
- Turn processes — engine runs all orders, economy, combat, events
- Repeat
The Hex Map
The world is a hex grid. Each hex (sector) has terrain that determines what it can produce. You begin with a capital sector and a small starting army.
Reading the Map
| Colour | Terrain | Notes |
|---|---|---|
| Water | Impassable by land armies | |
| Lowland | Best farming terrain | |
| Plains | Good farming and movement | |
| Hills | Good mining potential | |
| Highland | Defensible, mineral rich | |
| Mountain | Slow movement, rich minerals |
Map Icons
- 🔴 Red dot — an army is present in that sector
- ★ Gold star — a capital city
- Gold border — sector owned by a nation
- White border — currently selected sector
Territories
You own a sector when your army occupies it and no defenders remain. Owned sectors produce resources each turn based on their designation.
Your capital is set when you join a world. If your capital is captured, morale drops severely. If you have no sectors remaining, your nation is eliminated.
Sector Designations
Designating a sector tells workers what to produce. Designations are queued as orders and take effect next turn. Click any sector you own and choose from the designation panel.
| Designation | Primary Output | Best Terrain |
|---|---|---|
| Farm | Food | Lowland, plains |
| Mine | Metals, jewels | Hills, mountain |
| Forest | Wood | Forested sectors |
| Town / City | Talons (tax) | Any land |
| Fortress | Defence bonus | Any land (best on hills) |
| Shrine | Magic power | Any land |
| Port / Shipyard | Naval units | Coastal |
| Market | Trade bonus | Any land |
| University | Tech / spell research | Any land |
Turn Execution Order
Each turn processes in this fixed order (same as the original C executeX.c):
- Process player commands (moves, attacks, designations, diplomacy)
- Sector production and consumption
- Army movement and combat
- Magic regeneration
- World events
- Victory point calculation
Victory Conditions
Each player class has a different way to win. Victory points (VP) accumulate each turn and are visible to all players. The game ends when a player reaches the configured VP threshold, or after the maximum number of turns, whichever comes first.
A traditional "last nation standing" mode is also available as a game setting.
See Player Classes for each class's VP formula.
First Turn Priorities
Economy
Designate farms on lowland sectors to build food reserves. Food is needed to sustain armies.
Expansion
Move your starting army to claim unclaimed land. Early territory is easier to take than contested.
Defence
Keep at least one army near your capital. NPC nations will probe your borders early.
Diplomacy
Message other human players. Early alliances can give a significant economic advantage.