Conquest Rising emblemConquestRising
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◄ Feature dossier ►

Strategy systems that actually push back.

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.

System readout
Governments
8
different rule profiles
Tech tracks
11
specialization paths
Turn cadence
10m
real-time accrual
Season window
8w
fixed competitive run
Turns
Production
Intel
Conflict
Standings
01
Build

Grow the engine

Explore land, build capacity, set taxes, manage population, and turn production into networth.

02
Trade

Move through markets

Use private-market stock for direct buys and public listings for player-driven supply.

03
Scout

Read before committing

Recon, market intel, alliance intel, and attack reports turn guesswork into decisions.

04
Strike

Take ground by force

Standard attacks, paratroops, bombing, missiles, readiness, losses, and diminishing returns.

◄ Core systems ►

Not a pile of features. A connected ruleset.

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.

01
Country Engine

Your country is a machine you tune every turn.

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.

  • Eight governments reshape prices, production, spy strength, military strength, and public-market behavior.
  • Buildings define capacity: homes, farms, oil rigs, military bases, industrial complexes, research labs, and more.
  • Turn-by-turn results show what changed, what was produced, and what was consumed.
Turn cap
120
Stored reserve
120
Newbie protection
100 turns
02
Technology

Research creates identity instead of a flat upgrade tree.

Eleven tech tracks push countries toward different roles: economic engines, resilient defenders, market specialists, missile threats, attackers, or spies.

  • Business, Residential, Agricultural, Industrial, Military, Medical, Warfare, Weapons, Strategy, Spy, and SDI all affect different formulas.
  • Diminishing returns keep massive land from making every tech equally efficient.
  • Research choices matter because government caps and land scaling prevent one country from maxing everything.
Tracks
11
Formula shape
land-scaled
Strategy
pick a lane
03
Markets

Supply is part of the strategy.

The private market gives every country a fallback. The public market adds player pricing, listings, recalls, standing orders, and live updates.

  • Private-market buy and sell prices change with government and market rules.
  • Public listings and standing orders create a live order book instead of a static shop.
  • Market access has thresholds so tiny countries cannot instantly distort the board.
Private stock
restocks
Public market
live
Commission
gov-based
04
Intel And War

Combat starts before the attack button.

Recon operations, spy results, target selection, readiness, defender cooldowns, force losses, and battle reports make war readable before and after it happens.

  • Safe recon reveals information without committing to harm.
  • Harmful spy ops can steal, sabotage, cause dissension, or apply bioterror pressure, but getting caught exposes the attacker.
  • Attacks consume readiness and forces. Repeated hits on the same target lose efficiency over time.
Spy ops
16
Attack families
5
Missiles
4
05
Season Pressure

The board moves even when nobody is comfortable.

Bounties, public news, world events, objectives, and season scoring keep leaders exposed and give different play styles a reason to matter.

  • System bounties focus pressure on top countries instead of letting the lead become a fortress.
  • World events affect the whole active season equally: turn surges, resource booms, and plague pressure.
  • Season history records more than final networth, including peak standing, objectives, and Hall of Fame outcomes.
World events
random
Bounties
leader heat
Scoring
peak + cumulative
◄ How it works ►

The shape of a season.

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.

Next phase countdown
Next: Day 414 · Growth window
Auto changes in 5s
Opening
Day 13
01Phase changed

Launch.

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.

  • Free first government switch — locked in once the next-turn timer fires
  • 100 protection turns expire within ~17 hours of country creation
  • Starter pack: $100K, 10K food, starter army, 100 acres for every new country
Tactical readout
WindowDay 1 → 3
Protection100 turns
SystemsAll open
◄ System index ►

Everything has a job.

The index is intentionally dense: it is here for scanning, comparison, and figuring out where your strategy lives.