Kalran: Tales of the four nations/Conquest

Conquest mode is a turn-based strategy game mode integrated into Kalran: Tales of the Four Nations.

The goal of the game is to achieve world domination of Kalran. Players choose a faction, conquer territory, engage in diplomacy, build a base in the warzone, manage settlements and direct armies to attack each other, which iniates a real time battle or an autoresolve. The campaign is a combination political and economic simulator, focusing on the broad picture. While battles are a test of command and conquer, Conquest tests your broad strategy. Only some special territories have scripted battles.

World domination is achieved by either destroying all bases owned by the other 23 factions, or by achieving a faction-specific goal.

A huge number of towns and cities in Conquest have unique landmark buildings.

Gameplay
First, you must choose a faction and commander in the new conquest menu. Each faction has a different starting position and starting difficulty. You can also adjust the overall difficulty slider. At the start of the game, each faction has four bases randomly placed across the globe. Bases provide a place for the player to assemble their armies, called strike forces and can grant them additional support powers, once they've been built up. Strike forces are integral to the Conquest play mode. Each force is a defined group of units that the player deploys from bases to the global map in order to attack enemy bases, engage hostile strike forces, or establish new bases.

In some cases, factions will have dynamic starting positions, this means that their starting position will change depending on which faction you choose to play as.

Conquest is turn based, you perform all the moves you want and then end your turn. Then all the other factions each get a turn, and then it is your turn again. The campaign map is divided up into provinces. In provinces are cities and various types of terrain. The gameplay for most factions (except hordes) revolves around controlling settlements. You need to build a base in battle, recruit units, manage money and other resources, fight battles, replenish troops, as well as moving armies around the map to fight more battles! You can also engage in diplomacy and trade, or wage war. When two enemy armies meet (or when an army attacks a base), there will be a battle. If you don't want to play a battle, you can autoresolve it instead.

Landmarks
* TBA*

Honor Guard
Each faction in Conquest has a set of honor guard that can be unlocked by controlling provinces. Some provinces do not grant honor guards such as homebases and scripted provinces. Honor guards start the game with your faction's commander. These can be vital to repel early attacks.

Special Mechanics
Each faction also have a special mechanic to facilitate their ability

VEG: Unlike the other factions the VEG has no access to global recruitment, meaning that most of their forces must be trained at dedicated bases and transported. But in compensation, they have access to trains, which can only move through train tracks but is uninhibited by terrain and has thrice the movement speed of cavalry forces.

Reclaimers: *TBA*

UCAAF: *TBA*

DSDF: The DSDF can create smaller infiltration squads. Which are smaller than a normal army and have a restricted roster but are invisible on the map, without detectors, can go farther, and can retreat without suffering casualties

TRSF: Similiar to the Fireborn factions the Tenko capital, their submarine the Endor, is completely mobile. And after a victorious port-settlement battle in Conquest, the rebels can create a rebel base in the vicinity. These secret sub-settlements can siphon a steady flow of income from the main settlement, and bring other benefits related to any upgrades the player chooses to build in the base. Tenko commanders can also establish bases as a hero action, with no limitation on whether or not the Player is at war with the target. The base can only be destroyed if the settlement itself is razed.

Autoresolve
Instead of manually fighting a battle and manage the base and controlling the units themselves, players may opt to autoresolve. The game AI uses a set of calculations to compare the two factions and automatically decide which one is the winner.

In the pre-battle screen, players can click the button with a computer monitor symbol to autoresolve.

Climates
Each area on the Conquest map has a different climate. Each faction has different preferences for the climate of areas they wish to occupy. One may prefer jungle (like the Kuzeru), while another may find jungles unpleasant and prefer frozen areas (like the Kevros). While factions can occupy area in any climate, doing so in an unpleasant/uninhabitable climate incurs various penalties.

Diplomacy
Diplomacy happens between factions in Conquest. Diplomatic actions include declarations of war and peace, trade agreements, alliances and more. Diplomatic actions are received or can be proposed on the diplomacy screen.

Some diplomatic actions are unilateral, such as a declaration of war or cancellation of an alliance, while others must be agreed on by both parties, such as trade agreements or alliances. A diplomatic offer may be accepted or rejected outright, or a counter-offer may be proposed. Breaking a diplomatic agreement can lead to lower attitude and lower reliability.

Note that both the destructor factions, Reclaimers, Cult, Horde, and Ouroboros, have a permanent diplomacy malus, though Ouroboros have upgrades to reduce the malus, though if their actions is revealed they will not only suffer the penalties but also gains extra diplomacy malus for a few turns.

Battles (Conquest)
A battle can occur in Conquest when two enemy armies meet on the map, or when an faction attacks an enemy base. Players can choose to autoresolve if they don't wish to play a battle themselves.

Battles are won by destroy the entire enemy base, killing or routing all enemy units.

The strength of a defeated army in Conquest is greatly reduced after a conquest battle, affecting the controlling faction’s ability to continue the conquest. However, the victor's units may also be damaged to a greater or lesser degree.

Trivia

 * The mode is the fusion of the Global Conquest from Kane's Wrath, The Campaign in Total War: Warhammer, most notably Mortal Empires from Total War: Warhammer II and Immortal Empires from the upcoming Total War: Warhammer III, the campaign mode in Emperor: Battle for Dune, The Ardennes Assault Campaign from Company of Heroes 2, Rise of Nations and the campaign modes of Dawn of War: Dark Crusade and Soulstorm