As you might have figured already, Conquest is fully 2D. For terrain we take simple 2D images of 3D generated terrain and squeeze them in. At the moment there are over 70 terrain textures spread over 3 different climates. These climates do not have any affect on gameplay, but they improve the visual variation. One day you might feel like playing in a barrow desert, while some other day, enjoy the wildlife in a tropical jungle.
Territories are essentially hexagons, connected by a dark grey-ish grid, on which troops stand. I know, jawdropping.
They come in two basic types: plains and mountains. Plains are boring and nobody cares about them, but mountains, ... mountains are essential for gameplay.
You normally cannot see into a mountain territory, unless you have a unit in it, but being in a mountain reveals all the adjecent plains. This makes for exciting gank tactics and reconnaissance. That is though not all mountains have to offer.
Because of the rough terrain, tanks in mountains have 25% decreased power, while troopers' power increases by 50%.
By now you should be wondering how one gains new troops. Well, production is being handled by Germany's best, so there is nothing to worry about.
Cities come in normal and MEGA sizes [void, what is wrong with you]. Fortunately the importance and production difference does justice to the word. MEGA cities produce units twice as fast as normal cities. During our recent playtests we've come to found that it's sometimes fine to just ignore certain normal cities. MEGA cities are where the juice is at. You join a game, scan the map, spot the most important MEGA cities, and that's where you can expect the biggest battles to occur. Everyone wants more of them. But watch out, even your backlines are not secure, because next up are: Operations!
This concludes the lesson for today, class.
