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11 · Glossary

Terms you'll see everywhere.

A reference for the abbreviations and jargon that appear across the app and the rest of this guide.

Standard StrikeSS
The main ground-and-air attack type. Mixed-unit allocation. Captures land from the defender.
Paratroop StrikePS
Jet-led precision attack. Captures land. Paratroop brigade returns after a delay during which those units are unavailable.
Ghost-Acre RaidGS
Troops-only attack. Doesn't take the defender's land — generates new land for you. Smaller hauls than SS but works when defenders are heavy.
Bombing RunBR
Jets-only attack that damages the defender's population without taking land.
Tank AssaultAB
Tanks-only attack. Bigger land captures than SS when you have a heavy tank stack.
Readiness
Percentage tracking how much fight your army has left. Drains on attack, recovers over time and from Build Military turns. Low readiness reduces effective strength.
GDIGlobal Defense Initiative
Defensive treaty you can join from the War Room. While in GDI you cannot be attacked and you cannot attack. Costs a recurring fee. Leaving GDI is delayed by several hours.
SPALSpies Per Acre of Land
Effective spy strength relative to your land. Higher SPAL means better spy operation odds and better defense against incoming spy ops.
SDIStrategic Defense Initiative
Missile defense technology. Higher SDI tech improves the chance of intercepting incoming missiles before they land.
DRDiminishing Returns
Mechanic that reduces the effectiveness of repeated attacks or spy ops against the same target within a rolling time window. Spread your aggression across multiple targets.
Pact
An active diplomatic agreement between two countries (or alliances) that blocks every attack type — including missiles — in both directions. Five types: defensive, offensive, intelligence, research, trade.
Recon op
A spy operation that gathers information without changing the target's state. Always safe — the target never knows you ran one. Four types: general, military, market, alliance.
Harmful op
A spy operation that damages or steals from the target. If it succeeds, the target sees nothing. If it fails, a news event reveals you as the attacker.
Newbie protection
Starting buffer of protection turns. While you have any protection turns left, you cannot be attacked or hit with harmful spy ops. Burns as you spend turns; expires permanently.
Turn
The unit of action in the game. Every action costs at least one usable turn. Turns regenerate on a fixed cadence whether you're online or not.
Stored turns
Overflow turn reserve above your usable cap. Stored turns convert to usable when there's space. Don't let them sit forever.
Industrial complex
Building type that produces military units when you spend Build Military turns. More complexes = more units per training turn.
Enterprise zone
Building type that raises your maximum income per citizen. Builders stack these.
Net worth
Aggregate valuation of everything you own — cash, resources, units, missiles, buildings, technology, land. The headline leaderboard metric and the primary season-end ranking.
Hall of Fame
Immutable record of final standings at the end of each season. Top country by net worth, top alliance, top war-makers, top builders — all frozen forever.
Carryover lineage
How alliances persist across seasons. Non-recruit members carry their previous role into the next season instance. Your alliance has a history, not just a name.
Treasury
Shared resource pool for an alliance. Officers and treasurers can deposit and disburse. Used for member aid and treasury perk unlocks.
War chest
Separate pool from the treasury, funded specifically for active wars. Treasurers disburse war-chest funds directly to frontline members.
Supporter
Player who has an active subscription. Gets cosmetic unlocks and non-mutating planning tools, but no extra turns, resources, unit strength, or production rates.
Founding Supporter
One of the first 1000 lifetime supporters. Permanent badge. Persists even after cancellation.