Racial Traits and National Roles
The Races of Conquer
There are four different races available to active nations and a few additional races for the "monster" nations. The four campaign races are: Orc, Dwarf, Elf and Human. The monster races are: Lizard, Savage, Nomad and Pirate.
Orcish nations are known for there ferocity, uncleanliness and fertility. Their high reproductive potential is greater than that of any of the other races and if not for their slow growth in military skills they would overrun the other races in time. "Orc" power is granted to any Orcish nation.
Dwarven nations are extremely skilled fighters whose greatest weakness is a distain for things magical. Lower than average reproductive ability keeps Dwarven armies from growing large enough to dominate. "Miner" power is inherent to Dwarven nations.
Elvish nations are highly skilled in the realm of magic. However, their disdain of military activity and low reproductive ability leads them to be isolationistic. The "Illusion" power helps Elves to cloak their lands.
Humans are the most adaptable of the four major races, and have little limitation or strength in any aspect. Good reproductive ability and average skill in magic, fighting and mining make them able to function in various disciplines. The "Warrior" power is an innate to a Human nation.
The monster nations are computer controlled races that roam the world, at war with all other races. Lizards live within fortified stockades, hording wealth. Savages and Nomads wander the world, fighting whenever opposition is encountered. And Pirates live in island fortresses from which their ship may harass naval traffic.
Nation Class
The focus of a nation begins with the selection of the nation class, which is the name for the governmental organization of the nation. For each race, there are a number of various government styles which are available. The nation class determine the type of national leader, the number of national leaders, and possible magical powers.
The following is a complete list of nation classes:
- Kingdom
- A government run by a single hereditary ruler. [Leader: King, Baron; Races: All]
- Empire
- Much like a kingdom, but more control is given to subordinate rulers. [Leader: Emperor, Prince; Races: All]
- Magocracry
- A nation whose rulers govern by through the use of magic. [Leaders: Wizard, Mage; Races: Elf, Human; Powers: Wyzard, Sorcerer]
- Theocracy
- A government based on an organized religion. [Leaders: Pope, Cardinal; Races: Dwarf, Human; Powers: Religion]
- Piracy
- A nation governed by the strength, skill and viciousness of a naval community. [Leaders: Admiral, Captain; Races: Dwarf, Human, Orc; Powers: Sailor]
- Plutocracy
- A government controlled by wealth and the exploitation of the less fortunate. [Leaders: King, Baron; Races: Dwarf, Elf, Human; Powers: Urban]
- Feudality
- A nation governed by a elite warrior class with a strict governmental heirarchy. [Leaders: Warlord, Lord; Races: All; Powers: Warrior, Captain, Warlord]
- Demonarchy
- A government led by the evil denizens of another world. [Leaders: Demon, Devil; Races: Orc; Powers: Destroyer]
- Dragocracy
- Government whose rulers are the intelligent descendents of winged beasts. [Leaders: Dragyn, Wyrm; Races: Orc; Powers: Orc, Ogre, Dragon]
- Shadowland
- A nation controlled with an iron will by a hidden magical ruler. [Leaders: Shadow, Nazgul; Races: Orc; Powers: Vampire]
Later documentation covers the strengths and traits of the various national leaders.
See also: Military Units and Combat
A description of the magical powers gained with each nation class or race are also covered elsewhere.See also: Magical Powers
Nation Creation
Before beginning play with conquer, a player must select the starting attributes of a nation. This includes the race, nation class and alignment (which is currently just for show). After providing a name for both the nation and the national ruler, a screen with various traits will be listed.
A nation starts with a number of "building points". In selecting a race, and nation class, some of these points are used up. The remaining points may be spent on the following traits:
- population
- How many civilians live within the nation at the start.
- treasury
- How many talons are kept within the government treasury.
- location
- How well situated will the nation be in the beginning. This includes checking for neighbors as well as habitable lands.
- soldiers
- How much military will the nation begin with.
- attack bonus
- The bonus given to national troops when they are acting as agressors within a battle.
- defense bonus
- The bonus given to national troops when on the defensive.
- reproduction
- The yearly reproduction rate of the national population.
- movement
- A measurement of how well military units may be relocated.
- magic powers
- How many additional magic powers will the nation start with.
- leaders
- The number of leader units a nation will start with. The amount of starting spellcasters is also directly related to this value.
- raw materials
- The amount of jewels, metals, food, and wood a nation begins with. Important to have a base to carry the economy until it starts operating fully.
All of the prices for the items will be in "building points" and are based on the chosen race.
Diplomacy Statuses
How nations interact is an important aspect of Conquer. The diplomacy statuses are indicators of how one nation perceives another. The statuses range from permanent cooperation to eternal warfare, and may only be changed a limited number of positions per turn.
The list of diplomacy statuses, and their meanings:
- Unmet
- This nation is unknown to the current nation. Entering of lands owned by unmet nations is forbidden.
- Allied
- Permanent cooperation. Troops may garrison within fortified positions of Allies and forces will be joined in any battle against common foes.
- Treaty
- Nations are on very friendly terms and travel between lands is possible. Armies from treatied nations are welcome.
- Friendly
- Nation is well thought of but travel is rather restricted.
- Peaceful
- A non-committal but friendly stance towards another nation. Scouts and non-grouped leaders are welcome.
- Neutral
- Neither favorable or disfavorable. Only caravans are welcome within neutral lands.
- Hostile
- A leaning towards disfavor of a nation.
- Bellicose
- On the edge of war. Any troops from this nation encountered by aggressive troops on owned land will be attacked.
- War
- Battles can take place anywhere troops of the nation are encountered. National boundaries are no longer respected by armed troops.
- Jihad
- A permanent declaration of war, which causes troops of the nation to be favored as the focal point of destruction.