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09 · First week

A practical roadmap.

Every season is different, but the first week looks roughly the same. Use this as a sanity check — if you're way off the pace described here, you're either ahead of the curve or asleep at the wheel.

This isn't a script. Conquest Rising is a strategy game, not a click-quest. Adapt to what the season actually looks like. But if you don't know what to do next, doing what this page recommends is almost always reasonable.

Day 1 — Found and orient

Hour 1

  • Create your country. Read the Government screen before spending your free first switch.
  • Open Settings, set your display name.
  • Open Actions. Spend half of your starting turns on Explore to grow your land. Spend a few on Build to put down a couple of residences and farms.
  • Open Market → Private. Use a portion of your starting cash to buy some troops and turrets. The private market is cheaper than waiting for industrial production this early.
  • Don't blow your protection turns. Keep some in reserve for tomorrow.

Hours 2 to 12

  • Browse the Alliance tab. Look at the largest active alliances and a few mid-sized ones.
  • Find one that recruits actively and request to join. Solo play is hard mode.
  • Use any remaining turns to keep exploring. You want to enter day 2 with meaningful unused land.
  • Read the Combat page in this guide. Then read it again.

Day 2 to 3 — Build the foundation

  • Build farms and oil rigs first. If you can't feed yourself, nothing else matters.
  • Layer in residences for population growth.
  • Start one or two industrial complexes so you can produce military without relying on private market forever.
  • Drop a research lab so you can begin generating technology points.
  • Allocate your first research weights. For most players: military and medical first, then a track that matches your government.
  • Run general spy and military spy on a few of the nearby countries in your size range. You're learning the neighborhood.
  • If you joined an alliance, deposit a small amount to the treasury so leadership sees you're contributing.
Don't attack yet
Most new players lose their first season by attacking too early. Newbie protection burns the moment you attack. Until you have a real army, real readiness, real allies, attacking is a mistake. Patience is a strategy.

Day 4 to 5 — Start to specialize

  • Identify your role in your alliance. Are you a builder funding the treasury? A military member training to fight? A diplomat brokering pacts?
  • Push the buildings that match your role. Builders want more enterprise zones and farms. Military members want more industrial complexes and military bases.
  • Push the research tracks that match your role. There's no shame in being the best builder in your alliance.
  • Watch the public market. Notice which goods are persistently expensive and which are dirt cheap. The patterns tell you what the rest of the server is doing.
  • Open the War Room and check your readiness. Build Military turns are still cheap insurance even if you're not planning to attack.

Day 6 to 7 — Engage

  • By now your protection is gone or close to gone.
  • If you're military-focused, identify a target with your alliance's blessing. Run military spy on them first. Confirm their force composition. Pick your attack type to match their weakness.
  • If you're economy-focused, focus on building up your alliance's treasury and your own net worth. Late-season military builders peak after week one — fund them.
  • If you're diplomat-focused, propose pacts. A pact you broker now is worth ten attacks you'll never have to defend against.
  • Stay active in chat. The information advantage your alliance has over disorganized rivals is the single biggest edge in the game.

The mindset

Conquest Rising rewards three things: patience, information, and coordination. Players who try to grind every turn into immediate rewards burn out by day three. Players who study before they spend end up running the leaderboard by day seven.

Read the Advisor
The Advisor screen tells you the truth about your country — runway days for cash, food, oil, and population, plus alerts when something is heading off a cliff. Open it daily.