- Ability to create your own maps, as well as play on supplied or randomly generated maps.
- Scriptable AI, using Lua.
- Significant portion of the game setup can be modded, via the Lua scripts.
- Choice of 2D or 3D viewing modes. Supports zooming in/out. Hardware accelerated.
- Help tooltips on all GUI buttons; in-game reference guide.
- Whilst borrowing much from Civilization 1-3, I've tried to make a game that focuses on the fun aspects rather than the tedious.
- Efficient air and naval transport and combat - the player can select where to attack or transport units to immediately.
- No pollution! No senate or war weariness! No city disorder!
- Rather than simply having a generic "city production", cities also need to obtain elements in order to build things: Wood, Stone, Bronze, Iron, Gunpowder, Oil.
- Any foot soldier can build roads, rather than having to have specific worker units. Foot soldiers can also attack enemy units or cities directly by sea. Thus there is an advantage for building a mixed army of foot units and strong units, rather than just the latter.
It's the first non-casual game I've completed. Yes, it's yet another Civilization game borrowing a lot of ideas from the series, but it's a style of game I've always wanted to write, and I hope I've put my own slant on the gameplay and features And since I'm still learning, I wanted to go for something I knew I'd enjoy playing - as opposed to an idea that sounds more original, but runs the risk of turning out unplayable after months of programming (which is often what happened to my earlier unfinished projects...).
The game uses my own game engine, Vision. I worked on Conquest on and off from around May 2009 to January 2012, though this doesn't include time spent on Vision before that period.
The game uses graphics, music and sound effect taken from Free 3rd party sources, except for some graphics which are procedurally generated.