02 / WORLD CONQUEST ALPHA

World Conquest

From one outpost to the entire world.

Troops0
Recruitment / sec0
Territories0
Campaign1

War and governance

Orders left
Treasury
Supplies
Coalition alert
Army capacity

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

Drag to pan. Zoom in to select countries.
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CapturedFrontierSea routeUnstable regionsSupply cut

IP country: MaxMind GeoLite2 · Made with Natural Earth · Dashed lines are sea routes created for gameplay.

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