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Conquest - Version 2 vs Version 3
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11Conquest is the empire-building pillar in Huaxia: Warring States, alongside the clan and homestead loop and the wandering warrior path. The conquest path turns a clan into a contender for power across Yu Province and beyond.2233From Clan to Realm4455A clan that has built a stable homestead, trained an army, and earned diplomatic standing can begin to contest territory. The conquest loop is iterative:6677Identify a target. Strongholds, counties, and cities have different defensive strengths and political costs.Stage forces and supplies near the target.Resolve the engagement: siege, assault, or political turnover.Administer the captured territory: install garrisons, set taxes, and quell unrest.Repeat with a stronger base.8899Engagement Types10101111EngagementWhen To UseSiegeFor walled cities and major strongholds. Cuts off the defender's supplies, weakens morale, and ends in surrender or assault.Open battleField armies clash on open ground. Terrain, weather, and unit type composition all matter.Stronghold assaultDirect attack on a stronghold, with siege engines and ladder crews against walls and gates.Political turnoverThrough bribes, marriage, treaty, or recruitment, a settlement can change hands without battle.Bandit suppressionCleaning bandit-controlled strongholds is often the fastest first conquest for a young clan.1212Logistics13131414Armies eat. A campaign needs food, equipment, and replacement levies. Long campaigns far from home stretch supply lines and make morale fragile. Smart conquest plans fold the supply question into the campaign:151516161717Stage forces at a friendly city or stronghold close to the target.Negotiate passage rights from neutral factions along the route.Use seasonal timing: campaigning in harvest season risks starvation; campaigning in winter strains gear and morale.Keep retainers with logistics or healing skills with the army to reduce attrition.18181919Administering Captured Territory20202121Conquest does not stop at the gate. Captured cities and counties need administration, and getting it wrong erases progress. Each captured territory has:222223232424Garrison: a force left behind to suppress revolt and defend against retaliation.Population mood: hostile, neutral, or sympathetic. Mood is shaped by tax rates, garrison behavior, and the player's reputation.Tax and recruitment quotas: set too high and the population revolts; set too low and the conquest does not pay for itself.Local elites: co-opting them through marriage, treaty, or recruitment is faster than killing them.25252626Faction Pressure27272828The seven warring factions track every conquest. A small clan that overruns a stronghold may attract no attention; a clan that takes a major city draws diplomatic and military responses. Vertical and horizontal alliance dynamics, when they ship in full, will sharpen this pressure.29293030Endgame31313232The conquest path scales toward unifying Yu Province and, in the planned full-game roadmap, the Nine Provinces. Endgame conditions and victory criteria are still being shaped during Early Access; treat any specific endgame description as provisional. The Early Access Roadmap page tracks endgame work.333334343535Conquest Versus Other Paths36363737PathBest FitConquestPlayers who want grand strategy, army management, and empire scale.Clan and homesteadPlayers who want to build a base, raise a family, and run a region without expanding outward.Wandering warriorPlayers who want to skip clan administration entirely and chase martial mastery, story, or fortune.3838Related Pages39394040Unit Types: the army you field.Diplomacy: where conquest decisions are negotiated, opposed, or sealed.Strongholds: the building blocks of territorial control.Yu Province: the current map of contested territory.