Five units. Four missiles. Real losses.
Conquest Rising doesn't pretend military is free. Every attack you launch costs you forces. Every attack you receive costs the attacker forces too. Plan accordingly.
The five units
- Troops — balanced ground infantry. Roughly equal offense and defense. The most flexible unit.
- Jets — offense-leaning. Excellent at striking, weak at holding. Used in standard, paratroop, and bombing attacks.
- Turrets — pure defense. Never participate in attacks; they only protect you.
- Tanks — heavy. Strong on both attack and defense. Expensive to build and to upkeep.
- Spies — invisible. They don't fight in battles, but they run intelligence and sabotage operations and protect you from incoming spy ops.
Training units
You train units by spending turns on the Build Military action. Allocate a weight to each unit type — those weights determine the proportion of industrial-complex output that goes to each unit. The actual quantity produced depends on your industrial complex count, your population production multiplier, and your industrial technology.
Build Military turns also recover readiness, and they roll for missile production if you've researched enough warfare tech.
Private market shortcut
Especially early in the season, the private market is faster than industrial production. You spend cash directly and get units instantly — no turns, no waiting for buildings. The trade-off is price: the private market is more expensive per unit than producing your own. See the Market page for when each makes sense.
Readiness
Readiness is a single percentage that tracks how much fight your army has left. Every attack you launch drains some readiness. It recovers over time and faster when you spend Build Military turns. Low readiness reduces your effective strength on both attack and defense — at very low readiness, you're basically defenseless.
Upkeep
Every unit you own costs money to maintain each tick — except spies, which are basically free. Military bases reduce the upkeep cost. Higher military technology lowers it further. Government also matters — some governments have meaningfully cheaper upkeep than others.
Big armies are expensive to keep. Many seasoned players run a leaner standing force and surge military production right before a planned attack window. Others run a heavy permanent army to scare attackers off. Both work.
Missiles
Four missile types unlock as you research warfare technology:
- Chemical missiles — anti-population payload. Kill civilians, slow the target's economy.
- Cruise missiles — anti-military payload. Damage units and drain readiness.
- EMP missiles — disrupt the target's systems.
- Nuclear missiles — the heaviest payload. Hard to come by, devastating to receive.
Missiles don't roll automatically — you need warfare tech for the chance to produce one during a Build Military turn, and a higher level for the chance to produce the bigger payloads. Stockpiled missiles wait in your arsenal until you fire them. They are not affected by readiness. They are affected by the defender's SDI tech, which can intercept incoming missiles before they land.
War Room
The War Room screen (linked from your dashboard) shows readiness, GDI status, your missile arsenal, your active wars, and the history of every attack you've launched or received. It's the central place to plan and audit your military.