Lords of Conquest

Lords of Conquest

Cover art
Developer(s) Eon Software, Inc.
Publisher(s) Don Daglow
Platform(s) Commodore 64, Apple II, DOS
Release date(s) 1986
Genre(s) Strategy
Mode(s) Single player or Two player

Lords of Conquest is a 1986 strategy video game developed by Eon Software, Inc. (collectively, Bill Eberle, Jack Kittredge, Peter Olotka and Trevor Western) and produced by Don Daglow.

Summary

The original version of the game was programmed for the Apple II in FORTH and assembly language by Ted Schmeckpeper, in collaboration with Eberle, Kittredge and Olotka. The game was published by Electronic Arts and released for the Commodore 64, Apple II, Atari 8-bit, Atari ST and PC DOS.

The game is based on the board game Borderlands by Eon Productions[1] (best known for their highly acclaimed board game, Cosmic Encounter), and was marketed with the slogan "Better than Risk!" to identify it as a global conquest game similar to Risk. It proved to be one of EA's best-selling titles of 1986. GameSpy awarded Lords of Conquest a "Gotcha" award as one of the top games of its era.

Gameplay

Game phases

The game is a contest between two and seven players, of which any number may be human or computer players. Each player is given a specific color, which matches their territories. Computer players can be selected to be Aggressive, Defensive, or Passive in their style of play. The human player(s) then must select how random the odds of an attack are, the amount of resources in the game, and the amount of land vs. water. Additionally, the Victory Conditions are also chosen; of which is the building of three to eight cities. Territories are then selected one at a time amongst the players, until all are selected or a remainder is left that is at least one less than the number of players, which are left black.

After territory selection, the game then moves on to the Production phase, where all the resources per player are tallied and "put" into the stockpile. There is a 25% chance for the Production phase to be skipped on any turn. If it is the first turn, players then place their stockpiles in a territory. Next comes Trade, where players may trade any resources they have for resources they wish. All five resources may be traded, but note that horses must have a territory to "land on" to be accepted. The next phase is Shipment, where the stockpile may be moved. Alternatively, a horse, weapon, or boat may be moved. Note that you may ship a weapon with a horse, or a weapon and/or horse with a boat! There is a 25% chance for the Shipment phase to be skipped on any turn. The fifth phase is Conquest, where you may make up to two attacks on any valid territory. The final phase is Development, where you may buy cities, weapons, or boats.

Resources and units

After the final territory is selected, the players place stockpiles on the map. The stockpile may be moved once a turn if there is a transport phase, or instead of attacking another player. The stockpile holds all of a player's resources, and if the territory it is located in is taken, those resources are forfeited to the attacking player.

There are five kinds of resources: coal, gold, iron, timber, and horses. Control of each territory with a resource at the beginning of the turn yields one unit of the resource into the stockpile. At the end of the turn boats, cities, or weapons may be purchased.

During combat, the offensive and defensive odds are computed by taking the sum of all territories that touch the territory in question. Therefore, if a defending territory is touched by only one other territory of the same color and three of the attacking player, the offensive:defensive strength is 3:2, meaning the attack will succeed. Other factors can change the combat strengths of the opposing forces, including:

Conquest and victory

In combat, the side with the highest strength wins; that is, one only needs to outnumber the opponent. The resolution of ties depends on a setting at the beginning of the game. High odds means the attacker wins ties, low odds means the defender wins ties, and Random means there is a 50:50 chance of either side winning.

When initiating an attack, it is possible to bring in up to one unit from another territory. If this unit is adjacent to the territory being attacked, there is no bonus; the unit is already part of the combat strength. (Exception: Boats don't add into an attack unless they're brought into the attack.) If the unit brought in is NOT from an adjacent territory, its strength will be added AND, upon successful conquest, will be placed in the territory.

A Horse is capable of bringing along a Weapon, giving a boost of 1 or 4 to combat strength. A horse can also pick up a weapon from a territory it is traveling through or its origin, but if such a Weapon is taken from an adjacent territory, the only gain will be 1 for the Horse (assuming it wasn't also adjacent) and having the units in place in the territory after the attack is resolved (assuming the attacker wins). A Boat can bring a Horse and/or a Weapon, giving up to 6 additional points of strength, assuming the Horse and Weapon weren't from an adjacent territory. Boats can travel anywhere along a given body of water, making them very powerful. Boats cannot pick up other units en route like the Horse can. Boats MUST be able to reach a coastal tile of the target territory; if all coastals tiles are blocked by other Boats (even Boats in adjacent territories occupying the wrong tile), the Boat cannot be used in the attack.

Only one of a given land unit can occupy a territory. It is possible to capture enemy units if a player doesn't bring his own in. Boats are special in that you can have more than one Boat on a territory.

Each player may attack twice in any one round. If a player chooses to move his stockpile on the first attack, he loses the second. Likewise, if the first attack fails, the second is also lost.

Additionally, other players adjacent to the defending territory may choose to side with the offense or the defense and throw in their combat strength to that side.

The game is over when one side builds the number of cities listed as the victory condition, or when all territories have been taken over by a single player. Note that if more than one player exceeds the number of cities required for victory, the game continues until one side falls under that number.

Reception

Compute!'s Gazette called Lords of Conquest "a classic strategy game ... highly enjoyable".[2] Computer Gaming World in 1986 stated that it might be too simple for veteran wargamers, but "offers a quick and pleasant break from complex simulations" and was good for newcomers.[1] In 1990 the magazine gave the game four-plus stars out of five, calling it "a classic wargame ... easy to learn and play" but cautioning that the 16-bit versions did not use their computers' power.[3] In 1993 the magazine gave it three-plus stars.[4]

References

  1. 1 2 Locsin, Aurelio III (November 1986). "Lords of Conquest". Computer Gaming World. No. 32. pp. 20–21, 26. Retrieved 21 May 2016.
  2. Miller, George (August 1986). "Lords of Conquest". Compute!'s Gazette. p. 45. Retrieved 16 July 2014.
  3. Brooks, M. Evan (October 1990). "Computer Strategy and Wargames: Pre-20th Century". Computer Gaming World. p. 11. Retrieved 16 November 2013.
  4. Brooks, M. Evan (June 1993). "An Annotated Listing of Pre-20th Century Wargames". Computer Gaming World. p. 136. Retrieved 7 July 2014.
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