Grow the engine
Explore land, build capacity, set taxes, manage population, and turn production into networth.
Conquest Rising is built around visible cause and effect: turns produce resources, choices alter formulas, markets move, intel matters, and seasons end with a permanent record.
Explore land, build capacity, set taxes, manage population, and turn production into networth.
Use private-market stock for direct buys and public listings for player-driven supply.
Recon, market intel, alliance intel, and attack reports turn guesswork into decisions.
Standard attacks, paratroops, bombing, missiles, readiness, losses, and diminishing returns.
These systems feed into each other. A government choice changes your market behavior. Land changes tech efficiency. Spy intel changes target selection. World events change the math for everyone at once.
You are not tapping a collector. You are balancing land, buildings, population, tax rate, food, oil, military upkeep, research, and turns inside one season economy.
Eleven tech tracks push countries toward different roles: economic engines, resilient defenders, market specialists, missile threats, attackers, or spies.
The private market gives every country a fallback. The public market adds player pricing, listings, recalls, standing orders, and live updates.
Recon operations, spy results, target selection, readiness, defender cooldowns, force losses, and battle reports make war readable before and after it happens.
Bounties, public news, world events, objectives, and season scoring keep leaders exposed and give different play styles a reason to matter.
A season is a fixed 8-week window with a clear scoreboard. Inside it, every action moves measurable state, land, population, military, technology, alliance, war, while world events and bounties keep the whole board moving.
Country creation opens. Players claim names, take Monarchy, switch governments for free, and burn through 100 protection turns. By the end of Day 1 every gameplay system is live to everyone — there are no gated phases.
The index is intentionally dense: it is here for scanning, comparison, and figuring out where your strategy lives.
Pick a political model, then live with the tradeoffs.
Convert land into homes, farms, oil, industry, labs, bases, and construction.
Every turn changes money, food, oil, population, military, and networth.
Tech points compound into economic, military, spy, and defensive edges.
Buy and sell directly against engine stock when you need certainty.
List, recall, and fill orders against the live player economy.
Scout safely or risk exposure with harmful operations.
Attack, bomb, missile, lose forces, gain land, and create reports.
Make the strongest countries profitable targets.
Season-wide rule shifts force every country to adapt.
Win prestige through growth, war, research, survival, and season goals.
Seasons freeze into permanent standings and history.