World Conquest
From one outpost to the entire world.
War and governance
Strategy guide
Attacks, construction, scouting, stabilization, diplomacy and policy changes each cost 1 order. End turn restores orders and income but resolves upkeep, unrest and counterattacks. Waiting only recruits up to army capacity. Civil economy: income +60%, recruitment ×0.5, stability +3. Mobilization: recruitment ×1.5, stability −3.
Supply starts at the capital with range 3: land costs 1, sea costs 2. Connected depots refresh range to 3 and increase capacity and supply production. Sea departures need a port. Isolated regions lose 16 stability per turn.
New captures start at stability 40. Below 60, baseline decay is 6 per turn; stabilization adds 35. Each conquest lowers existing non-capital stability by 4. At 0, rebellion removes the territory. Recapturing it gives no additional ranking points in that campaign.
Scouting cuts troop cost by 30% and conquest alert growth from 14 to 8. At alert 60+, end turn triggers a counterattack on a vulnerable frontier: stability −22, or −6 with a fort. Diplomacy reduces alert by 25; end turn by 6. A resource deficit loses 10% troops and 12 stability.
Operations map
IP country: MaxMind GeoLite2 · Made with Natural Earth · Dashed lines are sea routes created for gameplay.
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The world is united!
All regions captured. Try a new starting outpost.