Conquests is an open source cross-platform turn based 3D strategy game for Windows and Linux. It's a 4X game, similar to the Civilization series of games. Features:
Screenshots ~ Conquests Blog ~ Discussion Forums
Windows download
For Windows, download the installer.
Linux download
For Ubuntu/Debian, download the relevant binary installation from the packages page. For other Linux distributions, you have to compile from the source (see below). For Ubuntu, you need to be running at least version 10.10 (Maverick), though it should work on older versions if you compile from source.
Source code download
The source code is available, released under the GPL v2 or later. Please see the file conquests_source.txt (in the source archive) for details on how to compile.
Full download list
A full list of download files, including older versions, is at https://launchpad.net/conquests/+download.
Contents:
Conquests should work on any Windows or Linux PC with any DirectX 9 or later graphics card. Conquests is tested on Windows 7 (32 and 64 bit) and Ubuntu 10.10 64 bit, and with Intel GMA 3100 and ATI Radeon HD 6570 graphics. Older versions ran okay on Windows XP, and with NVIDIA (6100, 8600GT) graphics.
If the game fails to run, or has graphical problems, please try the following:
Known issues
The game defaults to using Direct3D 9, running in windowed mode at 800x600 (although on Linux, OpenGL is always used). This can be changed by running the "Conquests Preferences" program:
Select New Game. You will be asked for various choices:
You start with a "Settlers" unit, which can be used to build cities. Click "Build City", or press 'B', to build your first city at the current location. The City Window will then open, giving details on your first city. By default, the city will produce Peasants. You can change this by selecting in the "Change Build?" list, and then clicking "Change Build". Initially the only options are Peasants and Fort. You can obtain information about what can be build by clicking "Info." Click "Okay", or press Return, to return to the game.
Next you have a "Peasants" unit to use. You can choose between:
When all units have moved, the turn will automatically end. If you've built your first city, you'll be asked what Technology you want to start researching. Note that you can end the turn at any time with the "End Turn" button. If no units need to be moved in a given turn, you'll have to click this, or press Return, to move to the next year.
After a while, your city will grow in population (to 12,500). At this point, you are able to build new Settler units, which can be used to explore and build more cities. Note that cities can only be built if they are at least a certain distance from other cities, so if the option to build a city is not available, move the Settler unit further away.
You can save the current game, or load a previous one, by clicking on the appropriate buttons. The existing and previous turns are automatically saved, under "auto.sav" and "auto2.sav" respectively.
The world is made up of different types of terrain:
Note that building a city on a Forest square will convert it to a Grassland square.
Some squares also contain a bonus resource, which will provide a bonus for a city if within the city's radius. This is identified by a coloured sphere in the square:
Note that building a city will remove any bonuses at that square - you should build on a nearby square to make use of the bonus.
Roads and railways, when built on grasslands, artic and desert, also increase the science output of a city.
Each civilization has territory, which surrounds the cities. The borders of a civilization's territory are drawn on the map in the civilization's colour. It is an act of war to enter another civilization's territory, unless you have a Right Of Passage Agreement. This can only be obtained when both of you have discovered Writing. This can be done from the Civilizations window (press F3).
Your civilization is made up of one or more cities, which can be built with Settler units. You can display and control details for one of your cities by clicking on it. This opens the city window:
Each unit or improvement has a basic "cost"; the city's production contributes to this cost each turn. E.g., a unit with cost 20, for a city with production output 2, will take 10 turns to build. However, many units and improvements also require a certain amount of elements in order to build. The following types of elements exist:
Each city can hold a maximum stock of 200 of each element. Once you have discovered Steam Power, the cities will automatically distribute excess stock to other cities with less stock.
For details on the cost and element requirements of each unit and improvement, either click "Info." from the city window, or use the Reference.
Units are grouped into land units, sea units and air units. Units can have the following statistics:
Units can also have the following special properties:
Until you discover Satellites, enemy units can only be seen if they are within your territory, or nearby your units. This is known as the fog of war.
Land units can attack enemy units by attempting to move into the square containing the enemy unit. As a result of the combat, either you or the enemy unit will be destroyed. To attack enemy cities, similarly attempt to move to the enemy city square. Once all enemy units there have been defeated, you will capture the city. For cities of population greater than 10,000, they will experience "resistance" for the first few turns after capture, which reduces their productivity (this does not apply if you are recapturing a city that was recently captured by an enemy). For cities of population less than 75,000, you are given the choice of using your troops to crush the resistance. If you do, this will reduce the city's population, but also reduce the resistance.
Units may travel by sea from cities that have a Harbour or Port improvement. Press the Travel button, and then select one of the highlighted squares to move to.
Foot soldiers have the ability to "invade" - they may attack an enemy unit or city directly by sea.
Later on, sea units become available. Sea units can defend against enemies landing or invading within that civilization's territory, to squares within range of where the sea unit is located:
Therefore, it is risky in later stages of the game to invade by sea to enemy territory, without a sea unit to protect your unit.
Sea units can themselves travel, but only to other cities that also have a harbour or port.
Units may travel by air from cities that have an Airport improvement. Units can only travel by air to other cities within range, that also have an Airport.
Air units be used for bombing enemy cities, and/or to defend against incoming air attacks. Fighters located at a city will try to defend against any incoming air attack automatically.
Air units can also perform reconnaissance, to reveal the fog of war within a region.
Your Power is a measure of the size and success of your civilization. It is dependent on your total population, and grows over time; in addition some improvements also produce additional Power every turn. You will receive a random bonus everytime your Power increases beyond a power of 10. Power is also used to determine the winner of the game, after the specified number of turns (unless you wipe out all other civilizations - or are defeated yourself before that time).
There are 10 civilizations to choose from, each of which has a specific starting technology. Each civilization can also build a Great Project - this is an improvement which only that civilization can build, and which offers greater benefits than most other improvements:
For complete reference details on all Technologies, Units and City Improvements, see the reference.html file (on Windows, run Conquests Reference from the Start Menu; on Linux, this is installed to /usr/share/doc/conquests/ ). When playing the game, you can also access in-game help by pressing the "?" button.
You can create your own world maps, using Tiled Map Editor. See conquests/data/maps/creating_maps_readme.txt in the program folder for details.
For more advanced modding, Conquests uses scripts written in Lua for various parts of the game, which can be edited to modify the game. The scripts are located in the conquests/data/scripts/ folder. The following scripts are currently available:
See the script files themselves for more help. Note that any additions should be consistent between files - e.g., if a new improvement, unit or bonus resources requires a new technology, then you should make sure that new technology has been added.
Currently Conquests doesn't support loading in different "mods", but you are free to distribute your own modded version of Conquests (see Licences, below). (Also, I don't guarantee at the moment that future versions will maintain compatibility, so distributing as a separate archive is recommended for this reason also.) Or if you prefer, feel free to just distribute your scripts on their own, and let users manually copy the scripts in (but it's probably best to state which version(s) of Conquests you know the script to work with).
Please let me know if you are interested in modding - I'm unlikely to add functionality to this area if no one seems to want it...
Please contact me at mark dot harman at ntlworld dot com .
If you are reporting a bug, please send me:
If you would like to contribute to Conquests, there are various ways you can help:
Version 1.0 (2012/02/19) FIXED Crash when declaring war on a civilization not yet made contact with, by sea travel. FIXED Fixed some minor memory leaks. FIXED Sound wasn't being properly freed on exit; now fades out. FIXED Issues with drawing rectangles on OpenGL. FIXED Water animation was too fast on Linux. AI AI now prefers to stack units, and prefers to attack larger cities (particularly when invading by sea). RULES Rebellions can now occur - units that attack your own civilization! RULES Win conditions - conquering the entire world, or having the highest power after a set number of turns. RULES All cities now produce power depending on size; increased power output of city improvements. RULES New civilization: Mayans. RULES New Great Projects - improvements that are specific to a civilization. RULES Modern Tanks cost changed from 3000 to 2500. RULES Sam Launcher cost changed from 2000 to 1600. ADDED City window now has option to give advice on what to build next. ADDED New option for Units window "Activate All Automated Units Of This Type". ADDED Support for touchscreens / one mouse button - right mouse button no longer required. ADDED Option to save world map of current game. ADDED Scores window now has buttons to display historical graphs showing Power, Population, Production, Science, Territory. ADDED Progress bar on game startup. ADDED Leader names for civilization races. ADDED Information about each civilization displayed when choosing a civilization to play. UPDATED Linux version now installs to /opt. UPDATED Linux version now stores data in ~/.config/gigalomania instead of ~/.gigalomania. UPDATED Explains that entering enemy territory is an act of war, when player tries to do so (rather than simply asking whether to declare war). UPDATED When a player city builds an improvement, a more intelligent choice is chosen for the default new buildable, instead of simply a defensive unit. UPDATED UI now supports click/drag to move map view around (useful for touchscreen!) UPDATED Save game files now sorted by creation date (most recent first); option to sort by filename. UPDATED Horizontal scrolling for string gadgets (no longer has overdraw). UPDATED Increased save filename limit to 255 characters. UPDATED Horizontal scrollbars for listboxes (no longer has overdraw). UPDATED Improved frame rate when viewing city windows. Version 0.15 (2011/09/10) FIXED Terrain wasn't showing properly when using shaders / texture splatting on Direct3D, on some ATI cards (e.g., Radeon HD 6570). FIXED Windows version now compiled with CG Toolkit 3.0; this fixes problem on ATI cards (e.g., Radeon HD 6570) where the game would fail to load when using OpenGL. FIXED Linux version failed to run on some ATI cards (e.g., Radeon HD 6570). FIXED Crash if shaders failed to load; now the game carries on without those shaders. AI AI no longer builds a defender unit, if existing units will upgrade to that next turn anyway. AI Reduced problem of overproduction of Settlers in early stage, where the AI's Settlers can't find or get to places to build cities. RULES New gameplay concept: Elements. Cities can now obtain Wood, Stone, Bronze, Iron, Gunpowder, Oil, which are required to build some units and improvements. RULES Fission Bomb no longer replaced by Nuclear Missile. RULES Tanks no longer replaced by Modern Tanks. RULES Castles improvement now costs 40 instead of 60. RULES Swordsmen and Men-At-Arms can now upgrade (to Men-At-Arms and Riflemen, respectively). RULES New improvements: Cathedral, Quarry, Powder Mill. RULES Church and Temple now make city grow faster. RULES Market can only be built if the city has Gold bonus in the city's radius. ADDED Linux Ubuntu/Debian binaries now available for i386 and x64. ADDED Animated water effect (when using shaders). UPDATED Linux version now stores save games and log file in user's home directory (in $HOME/.conquests/). UPDATED Linux version now looks in /usr/share/ for game files, if not located in the program folder. UPDATED Linux makefile now supports compiling of the Qt Preferences program. UPDATED Linux now supports make install, which installs the game properly, including adding menu shortcuts. Also supports make uninstall. UPDATED Significant performance improvements for AI and rendering on Windows (thanks to Visual Studio Express 2010). UPDATED Windows version now compiled with Visual Studio Express 2010 (SP1). UPDATED Now using pre-compiled headers on some files, for Windows source. Version 0.14 (2011/07/10) NOTE v0.14 save game files are not compatible with v0.13 and before. FIXED Crash when clicking on scrollbar area of listboxes and textboxes, when scrollbar not actually displayed. FIXED Units moving under Goto no longer attacking enemy units if at the target square; had risk of crash if unit was destroyed in combat. FIXED Assertion failure when running in 3D mode without texture splatting or shaders. FIXED Sheep bonus should be indicated by White, not Yellow. FIXED Sea units info text shouldn't list moves or visibility range on help text. FIXED Help text for units now lists what technology / improvements are required. AI For AI and automated units, settlers no longer enter an enemy's territory (when at war). (Stops settler invasion problem.) AI Worker units will now attack adjacent enemy units rather than working the current square, if odds are better to attack rather than defend. RULES Renamed Cavalry to Cuirassiers. RULES Can obtain technology by exchanging with other civilizations, even if don't have the required terrain within a city square (e.g., don't need Hills for Iron Working) RULES Units don't become veterans simply for defeating Settlers units. ADDED Ability to create custom maps (using Tiled Map Editor), see conquests/data/maps/creating_maps_readme.txt for details. Some custom maps have been supplied as examples. UPDATED Improved input model: mouse clicks now properly detected as events. UPDATED City sizes now shown only as populations, not discrete sizes. UPDATED Populations now printed with commas. UPDATED "New game" option now returns to main intro screen. UPDATED Enlarged reference window. UPDATED Removed debug window (though logging is still enabled). UPDATED Documentation - Modding, Help Wanted, etc. UPDATED Improved map: now displays in corner, and can be left open whilst playing the game; clicking on map changes the current position; no longer as blurry; softer colours. UPDATED Scrollbar turns red when selected. UPDATED Can now cancel during new game dialog windows. UPDATED More busy pointers when the game is doing something. UPDATED Don't quit if failing to load a game (e.g., corrupt or outdated save game fail), instead return to main menu. UPDATED Don't load some of the Vision engine shaders that are not being used. Version 0.13 (2011/06/13) FIXED Assertion failure that could happen in AI, when another civilization had just built a city near to the unit. FIXED Assertion failures when loading some invalid save game files. FIXED Linking problems with Linux makefile for some distributions (e.g., Debian). FIXED Sea and air units at a city should be destroyed, if the city is destroyed by enemy. FIXED English city name should be "Canterbury", not "Cantebury". AI Fixed that AI was rarely building cities after year 100. RULES New civilizations: Russians, Japanese. RULES Cities now reveal map for all squares in and adjacent to their territory. ADDED Intro music ("Before the Battle", by Mattias Westlund, used under CC BY 3.0). ADDED Music ("Battle March", by Playonloop.com, used under CC BY 3.0). ADDED In-game help - reference for all technologies, units and improvements. ADDED reference.html file giving html reference for all technologies, units and improvements. ADDED New sound effect for completing a technology or a city improvement. UPDATED Images for entering a new technological age. UPDATED New "sword clashing" sound effect for earlier combat units, and new "gun shot" sound effect for later combat units. UPDATED Updated GUI-click and explosion sound effects (getting rid of Creative Commons Sampling Plus 1.0 licensed files, due to being non-Free). UPDATED Automated units now move to nearest friendly city, if nothing to do. UPDATED Cursor for textfields, can be controlled by left/right arrow keys. Delete and backspace now work properly. UPDATED Give civilizations' sea strength in Scores Advisor. UPDATED Improved scrollbars. UPDATED Added more documentation. UPDATED More game info now initialised by Lua scripts: units, improvements, bonus resources. UPDATED Improved input model: keypresses now detected properly on text input fields; all keyboard codes now interpreted correctly; avoid problem of missed keypresses. UPDATED Pressing escape now closes city window. UPDATED Now using launchpad.net for hosting binary and source archives. Version 0.12 (2011/05/08) FIXED Crash when starting new game after playing an existing game, if the mouse moved to the edge of screen. FIXED Crash on exit if one of the 2D shaders failed to load. FIXED Fixed the documentation regarding location of save game files. FIXED AI shouldn't have been able to see units inside enemy cities. FIXED On city window, clicking Destroy City, then cancelling, incorrectly returned control to the main game loop. FIXED Load game window now shows file times in local time, not GMT. AI Variation in AI speech. AI Don't declare war if the AI has no cities. AI AI sometimes considers sneak attacks (declaring war) against cities that it thinks may be weak or likely to be undefended. AI Reduced weighting of building improvements that only contribute to a Civilization's Power. AI Tweaked some AI weights for Industrial era technologies. AI AI was missing an opportunity to build Settlers, as city size grew from 1 to 2. RULES Fog of war: enemy units can now only be seen when near to your cities or units. Satellites technology eliminates fog of war. RULES Air units can now perform Reconnaissance, to reveal fog of war for that turn. RULES New units: Galleons, Ironclads, Dreadnoughts, Battleships. These can accompany units attacking by sea, and defend against incoming invading units. RULES Entering enemy territory is now an act of war, unless you have a Right Of Passage agreement. RULES Contact is now made with enemy civilizations by moving adjacent to their territory. RULES Special bonus resources: Iron, Coal, Wine, Gold, Sheep, Fish. RULES Sailing requires Ocean near a city to research; Iron Working requires Hills near a city to research; The Wheel requires Forest near a city to research. RULES New technology: Trade. RULES New improvement: Market. RULES Captured cities of size 1 don't start resistance (unless already resisting). Give player the option of using troops to deal with resistance, for cities of size less than 10. This reduces the population, and reduces the resistance. UPDATED Improved performance for automated units; avoid odd behaviour for automated units where they spend ages moving around railways in changing directions. UPDATED Tweaked highlight colour to be more readable. UPDATED Don't centre map on target when the player is the one bombing an enemy city. UPDATED Page up/down, home and end for textfields. UPDATED Pressing Escape now closes more windows. ADDED Units become veterans after a successful combat, giving them a 25% attack and defence bonus. ADDED Pressing control plus left mouse button on player cities now brings up shortcut menu to change production. ADDED Pressing shift plus left mouse button on player cities now brings up terrain info and units window. ADDED Scores Advisor window now gives Civilizations' territory size. ADDED Inform player when entering a new technological age. ADDED New City Stats button in city window, to display more detailed information on what affects city production, science and growth. ADDED City build list displays how many turns to build each item. Version 0.11 (2011/03/24) FIXED Assertion failure on some maps, due to 3D view with terrain splatting. FIXED Fixed AI bug when deciding how long it would take to build defensive units. FIXED Close help windows when ending turn. FIXED Fixed AI bug, getting confused by ocean squares when deciding whether to build worker units. FIXED Fixed AI cheating - AI was reading information from squares it hadn't yet explored. AI Tweak to AI code when deciding whether to build growth improvements or defensive units. AI Give priority to building growth improvements over harbour/port improvements. ADDED Fade effects. UPDATED AI code rewritten in Lua. UPDATED Civilization races now read in from external Lua script. UPDATED Technologies now read in from external Lua script. UPDATED Improved performance for Dijkstra's algorithm (path finding). UPDATED Updated documentation. UPDATED Improved AI path finding behaviour, when dealing with moving around enemy units. UPDATED Improved AI performance - avoid repeatedly calculating decisions for each unit. UPDATED Page up/down, home and end for list boxes. Version 0.10 (2011/02/10) FIXED Checks to avoid infinite loops in AI movement - now even if an AI bug causes this to happen, the unit gives up moving. FIXED Units didn't upgrade if the immediate upgrade unit was already obsolete. Now we upgrade to the latest unit. FIXED All air units can now travel between cities with airports. FIXED Don't show explosions if square not yet explored. FIXED "Press RETURN or click End Turn" text shouldn't display when automated units are moving. FIXED Crash to do with travelling. FIXED Potential crash in AI since v0.6 (rushbuilding nukes). FIXED Bug in path finding with travelling that led to potential infinite loop in AI movement. FIXED Progress of road/railway building wasn't being saved! FIXED Incorrect calculations in path finding regarding Travelling. FIXED Placement of buttons on city window. FIXED Logging enabled on Linux. AI Tweak to avoid weak units attacking stronger units more often. AI AI now uses nukes before attacking with other units. RULES New technology: Space Militarisation. RULES New improvement: SDI Lasers. RULES Increased power-per-turn of some improvements. RULES Coastal Defence can now only be built by coastal cities. RULES Harbours, ports, airports shouldn't allow making contact with other civilizations. RULES Temporary bonuses are now awarded when a civilization's power reaches certain levels. ADDED Option to Fortify All units, when clicking on several units. ADDED Texture background rather than plain black, for unexplored map regions. ADDED Sound effect for GUI clicks. ADDED Makefile for Linux (no longer need Code::Blocks to compile). ADDED 3D graphics view (can switch between new 3D and old 2D view). ADDED New game option for controlling level AI aggression (normal corresponds to the level of previous versions). ADDED Goto option. ADDED Square info window now shows x/y map coordinate, and road/railway building progress. ADDED Info window for improvements now shows "Replaced by"; and for improvements and units now shows "Made obsolete by". UPDATED Mouse wheel now controls zoom level. UPDATED Increased movement speed (actual, rather than game) when moving along railways; removed sound effect. UPDATED Use "scientists" instead of "wise men" for industrial age onwards. UPDATED New city icon for modern era. UPDATED Save games list now gives date of files. UPDATED Save game files on Windows are now stored in %APPDATA%\Conquests\savegames. On Linux, folder name changed to "savegames". UPDATED Preferences config file on Windows is now stored in %APPDATA%\Vision3Engine. UPDATED Log file on Windows is now stored in %APPDATA%\Conquests. UPDATED Ask for user confirmation before overwriting a save game file. UPDATED Don't warn if we fail to save the autosave file (otherwise the warning may end up showing every turn). UPDATED Further UI improvements for 640x480 resolution. Version 0.9 (2011/01/06) FIXED Game still runs properly even if sound not available. FIXED Large font wasn't displaying as bold under Direct3D renderer. ADDED Ported to Linux (need to compile from the source). ADDED Player can now choose city names. UPDATED Now uses SDL for windowing and input routines (graphics still done with Direct3D or OpenGL). UPDATED Now uses SDL_Mixer for sound instead of DirectX. UPDATED Load/save windows no longer rely on Windows GUI. UPDATED Improved UI for 640x480 resolution. UPDATED Mousewheel now works for scrolling listviews. UPDATED Text entry boxes now display flashing cursors. UPDATED Improved scrolling behaviour, now happens also when mouse is near edge of window. UPDATED Stripped out some unnecessary logging. UPDATED Preferences program for graphical settings now uses Qt instead of .NET. UPDATED Preferences program source code now included in source release. UPDATED Source archive now includes necessary data files (so Linux users don't have to download the Windows archive). Version 0.8 (2010/11/28) FIXED Alt-tab behaviour in fullscreen mode caused graphics corruption on Direct3D 9 renderer (broken since v0.3!). UPDATED No longer show "fps" messagebox when quitting. Version 0.7 (2010/11/26) FIXED Assertion failure in some cases when loading some save game files. FIXED Assertion failure when cost of technology being researched was reduced due to other civilizations discovering it. AI Improved decision making when attacking enemy units. RULES New concept: Power. RULES New improvements: Church, Temple, Spaceport. RULES Land units can now only attack enemies by sea if they are foot units. RULES Cities have "resistance" when captured, which reduces their science and production output. Resistance falls with time, and it can be more quickly reduced by the presence of military units in the city. RULES If improvements are destroyed so that a city is larger than maximum allowed size, the city's population shrinks over time instead of growing. ADDED Option for "flat" or "round" world maps ("round" means wrap-around is allowed). ADDED Indicator bar added to indicate multiple units at the same square (bar to the left of the unit). UPDATED Map window now draws a box for the region currently shown on screen. UPDATED When enemy planes attack and are shot down, window now displays name of the city that was attacked. UPDATED Improved performance of drawing units. UPDATED Technologies window (F4) now displays info on the selected Technology that you've discovered. Version 0.6 (2010/10/18) FIXED Civilizations are now encountered if their cities are discovered (not just their cities). FIXED Don't enable "End Turn" button when automated units are moving. AI Don't move settler units to a square for building a city, if a settler unit is already in that square. AI AI gives higher preference to building nukes if its stockpile is too small. AI AI more likely to make peace, and less likely to declare war, against civilizations with nuclear weapons. AI Give preference to building cheaper improvements that allow city growth (Farmland, etc), compared with expensive defensive units that would take ages to build. AI Settlers prefer building cities near a forest. RULES Allow land units to attack enemies by sea (if they can travel there). Sea attacks have 25% bonus to defender (50% with Coastal Defence). RULES New civilization: Vikings. RULES New improvements: Anti-Air Guns, SAM Launcher, Bomb Shelter, Coastal Defence. RULES New technologies: Spaceflight, Satellites, Microprocessor, Stealth, Genetics. RULES New units: Modern Infantry, Modern Tanks, Jet Fighters, Jet Bombers, Stealth Bombers. RULES Each civilization now has a free starting technology. RULES Airport also required for air units to bomb; Missile Launcher also required for missiles to be launched. RULES Missile Launchers are immune from bombing attacks. RULES Technology cost is reduced by up to 50% depending on number of other civilizations that have already discovered it. RULES Rocketry also increases the range of airports. RULES Changed stats of Infantry, Tanks. RULES Changed cost of Tanks, Fighters, Bombers, Cruise Missile, Fission Bomb, Nuclear Missile. RULES Bombers, Jet Bombers, Stealth Bombers, Cruise Missile can now causes population damage. RULES Missile Launcher now requires Factory. RULES Industrial Revolution adds 4 to city production. ADDED Ability to zoom view in and out. ADDED Player can now choose which civilization to play. ADDED Choice of how many opponent civilizations to play with. ADDED New difficulty level, Insane. ADDED Option to destroy player's own cities. UPDATED New sound for nuclear missile explosion. UPDATED Improved const-correctness in code, ensuring deep-const where relevant. UPDATED Updated info displayed for units. UPDATED Dark background for on screen text. Version 0.5 (2010/09/20) FIXED Possible infinite loop when handling automated units. FIXED When loading game from intro screen, the year was incorrectly advancing by 1, and unit moves were incorrectly being reset. FIXED School should increase base science (so greater effect with Library, etc). FIXED Only show "fire" effect on cities if the square has been explored by the player. RULES New technologies: Computer, Flight, Fission, Advanced Flight, Rocketry, Nuclear Missiles. RULES New units: Biplanes, Fighters, Bombers, Cruise Missile, Fission Bomb, Nuclear Missile. RULES New improvements: Airport, Lab, Missile Launcher. RULES Removed technology Electronics. RULES Factories now require a Mine improvement. RULES Agricultural Revolution adds 2 to city production. ADDED City advisor list centres on city when clicked. UPDATED Map now scrolls when modal windows are open. UPDATED When showing units at a square, preselect the first unit that still has moves left. UPDATED Improvements list for City window is now a listbox. UPDATED More information displayed for Units: what unit they are replaced by, and whether upgradable. Version 0.4 (2010/08/23) FIXED Info text for Armourer was incorrectly saying it was required to build Pikemen. FIXED When Musketeers became available, Barracks reverted to producing Peasants instead of Musketeers. FIXED Fixed terrain texture generation so it didn't change each time due to different random seed. AI AI builds more defensive units in important cities, during war. RULES New technologies: Atomic Theory, Electronics, Explosives, Motorised Warfare. RULES New units: Infantry, Tanks. RULES New improvements: Hospital, School. RULES Medicine now adds 20% to all units' attack and defence. RULES Armourer is now made obsolete by Firearms. RULES Some unit types now automatically upgrade at end of turn, if located at a city, and that city can build the newer unit type (e.g., Spearmen upgrade to Pikemen). RULES Increased cost of Pikemen, Cannon, Cavalry and Musketeers. ADDED Option to display world map (shortcut "M"). UPDATED Added more information in descriptions for technologies. UPDATED Modified graphics for Militia and Riflemen. UPDATED Removed dependency on InfoWindow::activeWindow. UPDATED World maps are now random, complete with option for different sizes. UPDATED Allow map scrolling when City window is open. UPDATED Fire effect when cities are captured, destroyed, or lose population. UPDATED Don't blink units when a modal window is open. UPDATED Improved look of intro screen. UPDATED Display "wait" mouse pointer when loading a game. Version 0.3 (2010/05/06) FIXED Texture splatting (i.e., drawing the terrain graphics) failed to work properly under Direct3D9 on Windows Vista / 7 (NVIDIA 6100, 8600) (error: "ps_3_0 shader can only be used with vs_3_0+ shader (SWVP or HWVP), or transformed vertices"). FIXED Roads weren't being drawn in squares when there were no roads in adjacent squares. FIXED Fixed bug where unit that was building a road would move, and still be marked as building a road. FIXED It was sometimes possible to build units even if they were "replaced" by units of newer technology. FIXED If user loaded or saved game from another directory, the default directory would get changed (causing the log file and autosave to be saved in that new directory). AI Reduced problem of settler overproduction in later stages of game. AI Various general tweaks to AI behaviour. AI Bug fixes to pathfinding. AI Improved performance of pathfinding (now using Dijkstra). RULES New unit: Militia. RULES Changed Legion to Swordsmen. RULES All technologies in one era must be obtained, before a civilization can start researching ones from future eras. RULES Walls, castle and fort have no effect if attacker has Gunpowder. Gunpowder also means you can no longer build these improvements. RULES New technologies: Feudalism, Gunpowder, Firearms, Magnetism, Physics, Medicine, Scientific Method, Electricity, Steam Power, Agricultural Revolution, Industrial Revolution, Nationalism, Combustion. RULES New improvement: Factory. RULES New units: Cannon, Cavalry, Musketeers, Riflemen. RULES Military Tactics now requires Iron Working, as well as Archery. RULES Barracks now produce unit every 25 turns, instead of 20. ADDED Introduction options screen. ADDED Difficulty levels (easy, medium or hard) - medium corresponds to the level of difficulty of previous versions. ADDED Railways. ADDED Warn before activating units that are building a road. ADDED Show potential city border for Settler units, if they can build a new city. ADDED Option to activate all units of the selected type, in the units advisor. UPDATED Now compiling with Visual Studio Express 2008. UPDATED If a better "replacement" unit becomes available, cities will automatically switch to building the better unit. Version 0.2 (2010/01/21) FIXED Bug where mouse clicks would be registered after closing a city window, which could cause the city window to reopen. FIXED Shouldn't show "build roads" help text for Settlers (issue when loading saved games). FIXED Wasn't displaying Civilization graphical image in Contact screens, when using OpenGL. FIXED Wasn't freeing data properly if failed to start up. RULES New option to share world maps with the AI. RULES New technologies: Sailing, Maps, Castles, Education, Medieval Arms, Navigation. RULES New improvements: Harbour and Port (allow sea exploration and travel), Armourer (allows building Men-At-Arms and Knights), Castle (increases city defence by 50%), University (increases research by 50%). RULES New units: Knights, Men-At-Arms, Pikemen. RULES Cities lose population when successfully attacked (not just when invaded), unless the city has Walls improvement. ADDED Units can be automated for road building. ADDED Can now move units by right clicking on adjacent square. ADDED Clicking on squares now shows terrain name. ADDED Play sound effect if user tries to move unit to an invalid square. ADDED Copy log file to "log_assertion_failure.txt" on assertion failure. ADDED Option to display map grid. ADDED Automated testing. AI Cities were building workers for unimproved squares, even when those squares couldn't be reached (i.e., they were across water, with no harbour/port). AI Sometimes builds city improvements before other possibilities, after Year 100. AI Don't build science bonus improvements (Library etc) if all techs have been discovered. AI Improved road building, build roads between (close) cities. AI Randomisation of AI exploration directions. AI Improved behaviour on choosing which units to defend cities (e.g., avoid sending Spearmen out to attack, etc). AI Improved behaviour on choosing where to build cities, based on terrain. AI Settlers avoid building cities if adjacent to an enemy. AI More randomness in AI choice of technologies to research. UPDATED Improved performance for drawing roads. UPDATED Up/down key control for list and text boxes. UPDATED Restricted map view scrolling at bottom and right. UPDATED List total production for each civilization in Scores window. UPDATED Units Advisor doesn't close window when activating fortified/etc units. UPDATED Units Advisor centres on units as you select them from the list. UPDATED City bonuses shown for combat, if relevant. UPDATED User can now click on single units to show a window displaying their information. UPDATED Centre on home city after loading a saved game. Version 0.1 (2009/08/17) First public release.
Conquests is released under the GPL v2 or later, except where noted below. Conquests makes use of TinyXML (released under the zlib licence).
The following items are used under licence:
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If you are viewing the readme that came with Conquests, see here for the online version.