Need for Conquest is a turn-base strategy game loosely inspired by a mechanics of a board game La Conquête du Monde (The Conquest of the World) by Albert Lamorisse, which is a direct ancestor of the popular RISK game by Parker Brothers. You can enjoy a classic style world map and more.
## About This Game
Need for Conquest is a turn-base strategy game loosely inspired by a mechanics
of a board game La Conquete du Monde (The Conquest of the World) by Albert
Lamorisse, which is a direct ancestor of the popular RISK game by Parker
Brothers.
The list of all available maps:
* World
* Europe
* United States of America
* Great Britain and Ireland
We hope to add more maps soon and then our users will receive them as updates
with no additional cost.
In Need for Conquest each turn has 3 phases: draft, attack and move. You can
draft your armies into territories, launch an attack from a chosen territory
to the enemy territory and move your armies from one of your territories to
the other. If you are not sure what to do during a given phase, press the “?”
button to read the help info.
For each territory, there might be assigned a certain number of coins and
stones – you can modify it if you wish in our map editor. Total number of
coins tells how many armies you can draft at each round. Total number of
stones decides the armour of your armies when defending your territories.
In Need for Conquest, you can play against AI players (up to 11). You can
choose from 3 levels of difficulty (Monkey AI, Colonel AI and Marshal AI).
There are 2 game modes available:
\- Classic: Armies can attack as many times as possible during one round and
then one chosen army movement in the move phase.
\- Conquer: A bit slower but more realistic style where given army have only
one attack or one move (exclusively) per round.
The battle mechanics is very different from the one known from RISK. There is
no underneath dice rolling. The battle model is built on an natural assumption
that in each infinitesimal time interval during the battle one player’s armies
receive a damage which is calculated as the number of opponent’s armies left
in a battle multiplied by an army effectiveness coefficient divided by an
armour factor. Before each battle, each player’s coefficient of army
effectives is randomly chosen from a certain range. Armour factor is
calculated from the total number of stones (if present on a given board –
otherwise it’s 1). This leads to a very simple differential equation. The
equation has a very nice and quite natural property, that the bigger your
advantage is, the less total damage statistically your armies will receive
while destroying the same defending force.
In Need for Conquest you can use a built-in map editor to modify existing maps
or test your own strategic ideas by creating completely new maps. To play on
your map, edit it in “Map Editor” and then just enter “User Defined” scenario
after clicking “New Game” in “Main Menu”. You may define links between
territories, amount of coins and stones for any territory, you may choose
which territories belong to which player and set the default number of armies
for any territory. You can create a practically infinite number of games.
There is no risk you will be ever bored with Need for Conquest.
Minimum System Requirements | ||
RAM | 4 GB RAM | |
OS | Windows 7 | |
HDD Space | 500 MB available space |