The starting setups are dependent on several factors, including the defender's territory strength, the reinforcements on both sides, any bonus cards played, and rare resources under each players' control.
Territory strength determines the number and size of the defender's cities. A size one territory has just a basic starting setup of a few farms and a woodcutter. At size four, the defender gets a second city. At size eight the defender will have three cities with defending towers and castles, as well as bonus starting resources. (Note that these are somewhat subject to change before release as we continue to balance the game).
Reinforcements come in play in the first few minutes of the scenarios. If you have supporting armies in neighboring territories, they will send troops that can significantly increase your chances of success. Allies can also send reinforcements--in that case the ally will bring citizens who can construct new cities and join you as an equal partner in the attack, in addition to some military units.
Bonus cards can be used to "even the odds" when you are attacking into a key territory with particularly high strength. Some bonus cards give you starting technology, or resources, or special powers that last for the scenario.
All these variables make every Conquest scenario have its own special setup. Attack a strength 8 capital territory and you'll need a lot of bonus cards and / or reinforcements to change the equation. If your opponent attacks you with an ally, you'll be in a Teams of 2 situation with the enemy ganging up on you.
Finally, rare resources can also significantly affect the starting situation. In you capture a territory with a rare resource in it (as shown on the strategic map), then that rare resource is available to you in every subsequent scenario. You gain its bonus income and its special power. One of the positive side-effects of this feature is that later scenarios get started much more quickly due to the increased resources at your disposal. This helps eliminate some of the repetitiveness of the early game, when many of your tasks are similar. Instead, you can be creating armies and planning assaults much more quickly.
Tim
Territory strength determines the number and size of the defender's cities. A size one territory has just a basic starting setup of a few farms and a woodcutter. At size four, the defender gets a second city. At size eight the defender will have three cities with defending towers and castles, as well as bonus starting resources. (Note that these are somewhat subject to change before release as we continue to balance the game).
Reinforcements come in play in the first few minutes of the scenarios. If you have supporting armies in neighboring territories, they will send troops that can significantly increase your chances of success. Allies can also send reinforcements--in that case the ally will bring citizens who can construct new cities and join you as an equal partner in the attack, in addition to some military units.
Bonus cards can be used to "even the odds" when you are attacking into a key territory with particularly high strength. Some bonus cards give you starting technology, or resources, or special powers that last for the scenario.
All these variables make every Conquest scenario have its own special setup. Attack a strength 8 capital territory and you'll need a lot of bonus cards and / or reinforcements to change the equation. If your opponent attacks you with an ally, you'll be in a Teams of 2 situation with the enemy ganging up on you.
Finally, rare resources can also significantly affect the starting situation. In you capture a territory with a rare resource in it (as shown on the strategic map), then that rare resource is available to you in every subsequent scenario. You gain its bonus income and its special power. One of the positive side-effects of this feature is that later scenarios get started much more quickly due to the increased resources at your disposal. This helps eliminate some of the repetitiveness of the early game, when many of your tasks are similar. Instead, you can be creating armies and planning assaults much more quickly.
Tim
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