

Need For Conquest
Michal Wojcik · June 7, 2021 · Strategy, Turn-Based Strategy, 3D, Artificial Intelligence, Indie
Buy Need For Conquest from Steam at $9.99 — the cheapest of 1 store we compare.
Where to buy Need For Conquest — official stores
Need For Conquest price by region
Need For Conquest costs $6.29 in Georgia (USD), £7.19 in the United Kingdom, €8.19 in Europe (EUR), $9.99 in the United States, CA$11.49 in Canada, NZ$12.39 in New Zealand, A$14.50 in Australia, R$20.69 in Brazil and zł35.99 in Poland right now.
| Region | Best price | Official store | Key shop | Stores |
|---|---|---|---|---|
| $6.29 | $6.29 | — | 1 | |
| £7.19 | £7.19 | — | 1 | |
| €8.19 | €8.19 | — | 1 | |
| $9.99 | $9.99 | — | 1 | |
| CA$11.49 | CA$11.49 | — | 1 | |
| NZ$12.39 | NZ$12.39 | — | 1 | |
| A$14.50 | A$14.50 | — | 1 | |
| R$20.69 | R$20.69 | — | 1 | |
| zł35.99 | zł35.99 | — | 1 |
Each row is a real price from that region's own stores, not a currency conversion, so the figures are not directly comparable. Switch regions in the header to shop the one you buy in.
Screenshots
About Need For Conquest
In Need For Conquest a player can play on both geographical or procedurally generated maps.
Geographical maps available up to date:
- World
- Europe
- United States of America
- Great Britain and Ireland
- Germany
Each of those maps can be customised by a user in a built-in map editor (Video Tutorial for Map Editor).
The number of procedurally generated maps is practically countless. They are not precomputed but generated at a runtime on the player’s machine. For all practical purposes each one of them is unique. To give the player the ability to save them or modify if needed the most recently generated map is available in a built-in map editor under Default > Procedurally Generated.
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 advanced AI (up to 11 computer opponents). Up to date, you can choose from 3 levels of difficulty (Monkey AI, Colonel AI and Marshal AI). You can also play against human opponents on the same PC.
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 a bit improved compared to RISK®. It 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.
Need For Conquest — game info
- Platforms
- Windows
- Player modes
- Single-player, Online PvP, Split screen
- PC Game Pass
- Not included
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
[h1]TL;DR:[/h1] The visuals may be basic, but the AI is very well done, which creates tension-filled moments as you try to decide where to allocate your limited troops. You need patience and attention to accomplish anything, which makes things rewarding and addictive (serious case of "one more turn" syndrome for me). [h1]Full review[/h1] I'm a veteran strategy game player (my favorites include Civilization, Total War, Company of Heroes and Age of Empires). I was asked to try out Need for Conquest by the developer, who I know personally. I thought I would only check out the game for an hour or two, but then the most unexpected thing happened – I got hooked! This simple Risk clone gave me the biggest "one more turn" syndrome since I played Civilization. I have put off meals and personal hygiene just so I could find out what would happen next turn: Will I finally be able to complete my conquest of South America (and get a nice draft bonus)? Will my defenses in Indochina hold? Will my two AI neighbors fight each other or will they turn their attention to my not-quite-well-defended eastern border? You get the picture. My playtime is now at 60+ hours. [h2]Some war stories...[/h2] What …12 found this helpful
Took me a while to figure out how to play but once I did it was quite fun. Couple of things I wish were in the game: - skipping opponent moves (the animations), just let it happen instantly - more intuitive controls: sometimes clicking the arrows is difficult and clicking the buttons when drafting armies becomes tedious quickly when one has a lot of territories - achievements
A stock basic RISK like game, whose strength, I imagine, is in the variety of the maps. I played one game, and while the AI was pretty weak, everything worked. The controls were pretty solid, and the music and sound effects were fine. There was no animation. Obviously it cannot be a total RISK clone. This game does not have cards to collect, or turn ins, and there is no plus to taking out a fellow player. The game does seem to be trying to work new ideas in to the mix, for example some territories can have a resource called Stones that gives armies in that territory armor. Not sure how that works into the game yet, but it does show creativity. You don't see any dice rolls, but in the game I played I never ran into an attack that fell totally against expectations, odds wise. Not a bad thing, in my book. The game is explanation lite, sad to say. There are two modes, but the rule differences have to be sort of guessed at. Some territories have extra resources or something on them, aside from the standard coins you use to buy armies, but nothing explains what they might be. I suspect an artifact for a feature that was dropped. EDIT: I had posted that the map editor was a mystery, bu…
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