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02 · Government

Pick the player you want to be.

Government is the single biggest decision in your season. Don't pick by name — pick by the plan you want to run.

Every government tilts the math in your favor on some systems and against you on others. The art of Conquest Rising is leaning into the bonuses you have and building deterrence around the penalties.

The eight governments

MonarchyBalanced rule

A stable throne with no sharp penalties. Good for players who want room to adapt.

Strength

No opening penalty. Flexible economy and war plan.

Pressure

You do not get a spike bonus, so your decisions have to create the edge.

DemocracyMarket research

Win through efficient trade, stronger normal research, and a cleaner economy.

Strength

Lowest market commission of any government. Stronger normal research multiplier.

Pressure

Military operations cost more turns, so timing your wars matters.

RepublicExpansion economy

Grow land faster and push toward high net worth with institutional momentum.

Strength

Stronger exploration. Higher maximum income per citizen.

Pressure

Military strength is reduced, so alliances and deterrence carry more weight.

TheocracyFortified builder

Build quickly, field cheaper forces, and turn population into late-season power.

Strength

Faster construction. Higher population ceiling.

Pressure

GDI costs more and normal tech grows slower.

CommunismIndustrial machine

Central planning favors industrial output, tech effectiveness, and market volume.

Strength

Higher technology effectiveness. Higher market sale cap so you can move more units per trade.

Pressure

Market commission is higher, so careless trading bleeds value.

DictatorshipMilitary control

Project force early with stronger armies, better spies, and brutal captures.

Strength

Stronger military and stronger spies.

Pressure

Construction is slower, so every building mistake is expensive.

TyrannyFast war

Strike with one-turn operations and bigger attack gains before rivals are ready.

Strength

Faster military operations. Bigger gains from successful attacks.

Pressure

Cash income is weaker, so conquest has to pay for itself.

FascismResource pressure

Push food and oil output hard, then convert the surplus into force.

Strength

Higher oil and food production.

Pressure

Population and cash ceilings are lower.

Picking

If you've never played a strategy game like this, start with Monarchy. It has no spike bonus, but also no sharp downside. You'll learn the game without your choices punishing you mid-season.

If you know you want to fight, Dictatorship or Tyranny. If you know you want to trade, Democracy or Communism. If you want to be the one everyone wants in their alliance, Theocracy or Republic.

Switching later

Your first government switch in the season is free. After that, every switch costs a percentage of your country across cash, military, tech, and buildings — distributed roughly so no single resource is disproportionately wiped out, but every line item drops. Switching early in the season is cheaper because there's less to lose. Switching late is a real sacrifice.

Don't drift
Switching governments to dodge a bad week feels good in the moment but usually costs more than the bad week itself. Plan your government around your alliance's strategy — and stay there unless the season actually changes shape.