Conquer EuropaBack to the game

How to play

Everything you need to play Conquer Europa, step by step. The pictures are from a real match. Each one has red numbers on it, and the list under the picture says what each number is. Click a picture to see it full size.

1. The goal

It is 1936. Every country in Europe is on the map, and you lead one of them. A match has two players or more, up to one for every country. Every country that nobody picked is played by the computer.

There are two ways to win:

Land you have taken in a war counts as yours for both.

Time. One second is one day in the game. The match runs on its own and never pauses, so a whole match lasts about 24 minutes. Things happen while you think, so keep your eyes open.

If your country loses its last province, you are out of the match. You can keep watching until the end.

2. Joining a match

The main menu: a name box, the Play button and links 1234
The main menu.
  1. Your name. Letters only (A to Z), with one underscore at most and 10 letters at most. No spaces, no numbers, and nothing rude or hateful. If someone in the lobby already has your name, pick another.
  2. Play puts you in a lobby, where the players of the next match gather.
  3. How to play opens this page.
  4. Terms and privacy: the rules of the site and what we keep about you.
The lobby: the countdown, the players, the chat and the map of free countries 123456
The lobby. Kestrel has taken Germany, so Germany shows that name. Marlow has joined and is still choosing.
  1. The countdown. It starts once two players have picked a country.
  2. The hint. It tells you what to do. You can change country as often as you like, but if you change it 5 times within 15 seconds you must wait 5 seconds. Keep doing that and the wait doubles each time: 10, 20, 40, and at most 60 seconds. A calm minute resets it.
  3. The players in your lobby and the country each one picked. "Choosing" means they have not picked yet.
  4. The chat. Type below it and press Send. When the match begins, it carries on as the match chat. Write too fast and you are muted for 5 seconds; keep at it and the mute grows to a minute, then longer.
  5. The map. Grey countries are free. Click one to take it, and click it again to let it go. A country someone has taken shows their name.
  6. Leave takes you back to the menu.

The lobby card covers part of the map. The small arrow on its edge slides it out of the way, and the same arrow brings it back. On a phone held upright the card slides down instead. A red dot on the arrow means someone wrote in the chat.

How the countdown works

3. The game screen

The whole game screen 1234567
The first days of a match, playing Germany.
  1. The top bar: your country, your resources and the date. See the next part.
  2. The tabs: Command, Production, Diplomacy and Army.
  3. The side panel shows the open tab. The small arrow on its right edge hides it, and so does the Tab key.
  4. The map. Your country carries your name in big letters. Stars are capitals and dots are cities.
  5. Map modes change what the map shows. See Map modes.
  6. The minimap. Click it to jump there. The plus and minus buttons zoom, and the house button takes you back to your country. Above it, Units chooses which armies are drawn: all of them, only yours, or none.
  7. Reports: news from your country and the world. They fade away after a few seconds.
The Command tab 1234
The Command tab.
  1. Resolve is your nation's will to fight, from 0 to 100. Lost land, lost corps and long wars wear it down. Taking land lifts it. At zero your armies still fight, but weaker. You never surrender unless you choose to.
  2. Victory: how many provinces win the match, how many you hold, and the five countries in the lead.
  3. State of the nation: your provinces, your corps, your army's strength, corps lost and destroyed, and who you are at war with.
  4. Leave match. Careful: you cannot come back, and the computer takes over your country.

4. The top bar

The top bar 1234567891011
  1. Your flag and country.
  2. The peace clock. Every match starts with six months of peace. Until 1 July 1936 nobody can prepare a war or declare one. This shows the days left.
  3. Industry: the points your factories make each day. They pay for your army and grow your country.
  4. Manpower: the men free to join the army, out of your ceiling. Click it to change your conscription law.
  5. Steel: the steel you have, out of what your factories need. Too little steel slows your industry.
  6. Oil: your stock, and how much it changes each day. Armored corps burn oil.
  7. Resolve, as above.
  8. The date.
  9. Live: online matches always run at speed 2 and never pause.
  10. Sound: music and effects.
  11. Help: a short guide inside the game. F1 opens it too.

Just before Sound there is a speech bubble button: the match chat. Click it, or press Enter, to talk with everyone in your match. It carries on from the lobby chat, so you can see what was said there. A red number on it counts the lines you have not read yet. Esc closes it.

Signs that appear only sometimes

The war goal sign in the top bar1

5. Moving around the map

A province card for Berlin 12
The card for Berlin.

A province card shows who owns it, its industry, its people, its steel and oil, and what its ground does in a battle: how much it helps a defender, how many corps can fight there at once, and how many corps it can feed. It also says whether it has supply.

  1. Fortify builds a fort with your development fund, up to 4 levels. Each level makes the province harder to take.
  2. Invest spends 35 development to add industry: one point in a city, half a point anywhere else.

Both stay grey until your development fund has enough. See Production.

6. Your armies

Your army is made of corps. All the corps standing in one province form a stack, drawn as one token on the map.

German stacks on the Polish border, one of them selected 1234
German stacks on the Polish border. One stack is selected.
  1. A selected stack. It lights up. Its token shows the flag, a symbol for the kind of corps, and how many corps stand there.
  2. The stack panel lists every corps in the stack with its rank, its command, and its strength and organisation bars. Click a corps to add it to your selection or take it out. All, None and Split half help you divide a stack.
  3. The selection bar: how many corps you picked, and the buttons to put them in a command.
  4. Sandbags beside a token show how well dug in the corps are: 1, 3 or 6 bags. Corps that stay still dig in, and dug in corps are much harder to beat.

Reading a token

Giving orders

The three kinds of corps

CorpsCostMenAttackDefenceSpeedGood at
Rifle Corps4025,000101520holding a line, cheap and tough
Gun Corps5520,00019918breaking a defence
Armored Corps9015,000251138fast attacks on open ground; burns oil

Cost is in industry points. Every corps also costs a little industry each day to keep.

What keeps an army alive

7. Battles and the front

Germany at war with Czechoslovakia: battles on the border 1234
Germany at war with Czechoslovakia.
  1. A battle. A round seal with a cross marks it. A green ring means your side is winning; a red ring means it is losing. A plain ring is a battle between other countries.
  2. A red triangle: corps cut off from supply.
  3. A red line is a front: a border between countries at war.
  4. Your corps pressing on the front.

8. Field commands: the Army tab

You do not have to move every corps yourself. Your corps are grouped in commands, and each command has a general who moves its corps every day, following the orders you give. Every corps starts in I Command, which guards all your borders on its own.

The Army tab 123456
The Army tab.
  1. A command: its name, how many rifle, gun and armored corps it has, and its strength and organisation. If you star a command, new corps join it; with no star, they start under your direct control.
  2. Hold: man the front, dig in, and win back your own lost provinces. A command on Hold never crosses into enemy land otherwise.
  3. Advance: attack wherever it has the edge, massing on one point. Pick an objective province to aim the push.
  4. Reserve: wait at a base behind the lines and rush to any part of the front that is breaking.
  5. Line: hold exactly the provinces you draw on the map. The corps spread along the line, more of them where the enemy is, and dig in. If a province of the line falls, they win it back, but they never go past the line. Press Line on a command, then hold the right mouse button and drag across your provinces (or click them one by one), and press Done. On a phone, tap the provinces instead.
  6. Front: which border, or which enemy, this command faces.
  7. New command: make a new command from the corps you have selected.

Posture sets how boldly the general attacks. Cautious attacks only with a clear edge (1.6 to 1) and fresh corps. Balanced attacks with a fair edge (1.25 to 1) and keeps the line straight. Bold attacks even when outnumbered and with worn corps, and drives deep: fast, and costly.

Hold Shift and press 1 to 9 to select a command quickly.

9. Production: the Production tab

The Production tab 12345
The Production tab.
  1. Conscription: your law and your manpower. See Manpower and conscription.
  2. Mobilisation. This slider splits your industry between the army and development. The army share pays for your corps and builds new ones. Development grows your industry for good and fills your development fund, which pays for forts and investment. Factories change over slowly: about 10 points a month toward the army, and 15 a month back.
  3. Raise corps: the three kinds of corps, with their cost (IP means industry points), their men and what they cost to keep.
  4. Queue orders one. It goes to the end of your queue.
  5. Your queue: the corps being built, in order. You can make an order repeat, or cancel it. A queue holds 30 orders at most. New corps start under your direct control, unless you have starred a command for them to join.

Every corps you have costs a little industry each day, so a bigger army leaves less for new corps. Short of steel, your industry slows. Armored corps also need oil.

10. Manpower and conscription

The conscription panel with the four laws
Click the Manpower sign in the top bar to open this panel.

Every corps needs men. Your conscription law sets your ceiling: how many people your country can put in uniform.

  • Volunteer Army: 1% of the people. Recruits arrive well trained (Regular), but cost 30% more to keep, and your industry gets 5% more.
  • Light Conscription: 3%. Recruits arrive Trained.
  • Mass Conscription: 7%. Recruits arrive Green, and your industry is 8% lower. Only at war, when someone is preparing war on you, or when you have a war goal yourself. A Directorate or Syndicate government may use it any time.
  • All Men Serve: 14%. Raw recruits who train slowly, and 20% less industry. Only at war. A Commonwealth can only use it once its homeland is invaded.

11. Diplomacy and war

The Diplomacy tab 1234
The Diplomacy tab.
  1. Offers: those waiting for your answer, and those you sent.
  2. Find a country by name.
  3. Filters: every country, only your neighbours, or only those at war with you.
  4. A country. Click it to open its actions. The number on the right is your relation with it, from minus 100 (hatred) to plus 100 (friendship).
The diplomacy card for Poland 12345
Right click a country with nothing selected to open its card. On a phone, hold your finger on it.
  1. Relation.
  2. Envoy raises your relation by 8. One envoy every 45 days, up to plus 50.
  3. Alliance: if any member is attacked, all members go to war. Allies form one group, so allying with a country also allies you with its allies. Countries at war with each other can never be in the same alliance. On an ally's card this button becomes Break alliance.
  4. Non aggression pact: for a year, neither of you may justify a war goal against the other, so neither can declare war. Either side can end it at any time with End pact, but it still holds for 30 more days, and the other side is told straight away. If you attack a country whose ally has a pact with you, that ally stays out of the war.
  5. Justify war goal: you need a war goal before you can declare war. Grey during the opening peace.

Offers

An alliance or a pact is an offer the other side accepts or declines. Computer countries answer in a few days; a human player has 30 days. You can ask each country for each kind of treaty once every 90 days.

How a war starts

Poland's card with the Declare war button1
  1. Declare war, with the days left before your war goal lapses.
  • When you declare war, the allies of the country you attack join the war against you.
  • You cannot declare war on a country you have a pact with. Declaring war on a country you have a truce with costs resolve.

How a war ends

12. Map modes

The supply map1
The supply map. Green land is connected to supply.
  1. The legend says what each colour means in the mode you picked.

The M key goes to the next map mode, and R turns rivers on or off.

13. Fair play

The full rules are in the terms and privacy.

14. All the controls

Mouse and keyboard

Do thisTo
Click a stackselect it
Shift and clickadd a stack to the selection
Shift and dragselect everything inside a box
Double click a stackselect its whole command
Right click a provincemove there, or attack it at war
Right click a countryopen its diplomacy card (with nothing selected)
Hold the right button and drag across provincesdraw a defensive line for the selected corps
Htake the selected corps out of their command
Escclear the selection
Shift and 1 to 9select a command
Drag, W A S D, arrow keysmove the map
Mouse wheelzoom
Mnext map mode
Uwhich units are shown
Cunit colours: friend or foe, or each nation's own
Rrivers on or off
Tabhide or show the side panel
Enteropen the match chat (Esc closes it)
F1the short help

Phone

Do thisTo
Tap a stackselect it
Tap a provincemove there, or attack it at war
Hold another stackadd it to the selection
Double tap a stackselect its whole command
Hold the selection bartake the corps out of their command
Hold a countryopen its diplomacy card (with nothing selected)
Line in the selection bar, then tap provincesdraw a defensive line for the selected corps
One fingermove the map
Two fingerspinch to zoom
Menu buttonopen the side panel

The game is best played with the phone turned sideways.

15. Tips for your first match