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.

  1. Turn opens — you receive a news report of what happened last turn
  2. Review your nation — check resources, armies, territories
  3. Submit orders — moves, designations, diplomacy (any time before turn end)
  4. Turn processes — engine runs all orders, economy, combat, events
  5. Repeat
You can change or cancel queued orders any time before the turn processes. Only the last order for each unit takes effect.

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

ColourTerrainNotes
WaterImpassable by land armies
LowlandBest farming terrain
PlainsGood farming and movement
HillsGood mining potential
HighlandDefensible, mineral rich
MountainSlow movement, rich minerals

Map Icons

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.

DesignationPrimary OutputBest Terrain
FarmFoodLowland, plains
MineMetals, jewelsHills, mountain
ForestWoodForested sectors
Town / CityTalons (tax)Any land
FortressDefence bonusAny land (best on hills)
ShrineMagic powerAny land
Port / ShipyardNaval unitsCoastal
MarketTrade bonusAny land
UniversityTech / spell researchAny land

Turn Execution Order

Each turn processes in this fixed order (same as the original C executeX.c):

  1. Process player commands (moves, attacks, designations, diplomacy)
  2. Sector production and consumption
  3. Army movement and combat
  4. Magic regeneration
  5. World events
  6. 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.