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Conquest of Gidea

A ripoff of the DOS game Global Conquest with elements of Civilization thrown in and a few other new features. Intended as a sequel to Barons of Gidea.



All units have sight ranges. Terrain like mountains and forests block sight, although a mountain on the other side of a low obstacle can be seen.

Mixed units

A brigade can combine different types of unit.

Unit composition will include:

  • Men - The basic unit that most armies are built on.
  • Vehicles - such as Jeeps and horse
  • Arms - such as sword and shield

Most military production will be of Units, these being Men with preselected equipment purchased, constructed, and trained simultaneously.

Vehicles and equipment can require additional Men to operate and maintain, and units with too many of these sorts of equipment will experience breakdowns and slower movement.

There needs to be balance so nobody puts all their troops in One Big Unit or splits their forces into a bunch of units with 1 troop each.

Zones of Command

Officer units have a “zone of command” beyond which troops cannot be controlled by the player. There is a “king” unit for the player, as well as Generals and Lieutenants who have command capability. When the “King” is killed, the country is computer-controlled for a while until a remaining General is declared King. While there is no King, some Generals may take off with all the troops under their zone of command. Lieutenants may do the same thing while there are no Generals.

Units outside an officer's zone of command will have tendencies to either move towards the nearest last known zone of command, move towards the nearest friendly city, or stay put.


The movement phase includes several “tics” so that it appears that units are moving and fighting in realtime. Players will be able to set long or short movement times.

As in Global Conquest, units have different movement states:

  • Normal - No modifiers
  • Blitz - Units move faster, are much more visible, may hve reduced visibility, and wear out more quickly. Not available to most sea units. For air units, reduces range and does not allow for counterattack until target point is reached.
  • Sneak - Units move slowly, are less visible. Visibility may be reduced. Not available to most sea units, submarines being the exception. For air units, reduces visibility to ground units but not air units, and reduces defense against air units.
  • Dig-in - Units don't move anywhere, but fortify their position. Bonus to defense. Not available to sea or air units, or most land units.


Aircraft will be handled somewhat on an “in-between” of what Global Conquest did for aircraft and what it did for troops. In Global Conquest, aircraft were controlled and carried out bombings and recon during the strategy part of a turn, not during the movement phase. In this game, aircraft will move during the movement/battle phase and return to base before the phase is over.

The strategy phase is carried out similarly: Circles show the aircraft's range, you pick a target and determine what operation you want to carry out. You can also pick a destination base to return to. The length of an operation can be changed by grabbing the edge of the range circle with the mouse and dragging it inward.

Aircraft have their own set of commands in addition to the standard movement set of commands.

  • Recon Aircraft circles a point until it is low on fuel or engaged, and returns to base.
  • CAP - Aircraft circles a point and engages any enemy aircraft that come near.
  • Escort - Aircraft accompanies the targeted unit and engages any enemy aircraft that come near.
  • Bomb - Aircraft attacks target with its strongest ordnance and returns to base.
  • Strafe - Aircraft bombs target and then attacks it with guns. This is risky, as it opens the aircraft to damage from small-arms ground fire.

If an aircraft is destroyed, there is a chance of a pilot or passengers surviving as poorly-armed ground units.

Blitzing aircraft move faster but have a shorter range. Sneaking aircraft are vulnerable to ground fire as they move and can be detected by air units anyway. Aircraft which are “dug-in” will CAP the current airfield.


As in Global Conquest, units fire several times during a movement/battle round.


Enemy trails

Any enemy units seen during the movement/battle phase are accounted for during the strategy phase. If they can no longer be seen by your troops, there is a direction, speed, and estimated current position since their last sighting. If you still don't see them, the report can be set to disappear in one to three turns.



Cities are spread out over multiple squares. Each city has a City Center map space whose owner controls production, and other City map spaces that may also be fought over. Production is seriously hampered by enemy occupation of parts of the City. There needs to be some sort of border where two Cities meet so that the game can tell which squares belong to which city center.

Cities will expand on their own if the population is allowed to grow. City squares include:

  • Village - under 4,000 population
  • Town - under 15,000 population
  • Suburb - under 60,000 population
  • City - under 300,000 population
  • Metropolis - under 1,000,000 population
  • Megalopolis - under 10,000,000 population
  • Arcology - over 10,000,000 population

If battles occur in a city, unarmed “refugee” units may be created. These may settle down and create a Village in a random peaceful area. Mainly, they get in the way of troop movements. Players will have the option of gunning them down.


Terrain types include:

  • Forests of variable density
  • Hills and Mountains
  • Plains
  • Cities
  • Roads
  • Water (Navigable)

Some terrain contains natural resources that can be mined.

conquest_of_gidea.txt · Last modified: 2013/11/30 05:32 by deltatango