
Conqora FAQ · updated 2026-10-16
A Conqora match ends in one of two ways:
Water does not count. Land covered in fallout still counts for whoever owns it. Territories (the passive holders of land) do not win; they only take up space.
The closer a player gets to the line, the more everyone else gangs up on them. The leaderboard shows everyone's share, and at 60% you become the target of every alliance on the map. Most matches are decided between 55% and 75%, when the leader either breaks through or gets nuked back into the pack.
Troops regrow fastest at around 40% of your maximum. A player who keeps attacking empty land with 20–30% of their army per click grows faster than one who waits for a full bar. Use Z/X to adjust the ratio without leaving the map.
Gold wins long games. A city and a port in the first two minutes, a second port before the second city on coastal maps, and factories once you have stations. Trade ships pay the most; trains add steady income that grows with factory level.
Alliances last five minutes. Ally the neighbour you aren't fighting yet, then commit your whole army against the other. Renew the alliance before it expires. Betraying an ally brands you a traitor for everyone to see, so do it only when the reward is the match.
In the late game the map is full and borders stall. Nukes break stalemates: an atom bomb opens a hole in a defended border, a hydrogen bomb erases a region, a MIRV flattens an empire. SAM launchers protect you from the same. Press T to see every SAM range before you launch.
You don't need to be first at minute 10. Players in second and third place win a lot of games by letting the leader exhaust themselves against everyone else, then striking with coordinated nukes. Mark the leader as a target so your allies see it, donate gold to the ally building SAMs, and save your hydrogen bomb for the moment the leader commits troops elsewhere.
In team quick games your teammates are permanent allies. The team wins at 95% combined. Split roles: one player holds the land front, another takes the sea and the trade, a third builds the nuclear arsenal.
More: advanced strategy · diplomacy · nukes.
The win line sounds abstract until you picture it. On the World map, 80% of the land means you hold almost every continent at once. That is why you rarely see a player run away with a match from the opening: you get there by surviving the middle of the game while the map gangs up on whoever is ahead.
A useful way to read the leaderboard during a match:
| Leader's share | What usually happens |
|---|---|
| Under 30% | Normal expansion; nobody is a threat yet |
| 30–50% | The leader starts to absorb smaller players; alliances form around them |
| 50–60% | The leader becomes everyone's target; nukes start flying |
| 60–75% | The decisive phase: the leader breaks through or gets pushed back |
| 80% | Match over |
In team games the line is 95% combined, which means the losing team has to be almost wiped off the map.
Picture a public game on Europe. At minute 14 the leader holds 55%. You hold 15% and share a border with them. Here is a plan that turns that around:
Players who time this with their allies take the leader from 55% back below 40% and turn the match into a new race.
The World map and the Giant World Map are long games. Economy and alliances matter most. A strong trade network with several ports, plus factories running trains, funds the nuclear arsenal that decides the late game.
On Europe you meet nations immediately. Win by picking one direction, allying the rest, and using Defense Posts (land within 30 tiles is five times harder to take) on the borders you aren't attacking.
On Britannia, Oceania or East Asia the sea decides everything. Build the port first, protect trade with Warships, and use boats to land behind your opponent's lines. Aircraft Carriers let you hit buildings within 110 tiles with Air Raids.
Ranked maps have no nations, so it is purely you against the other side. The fight starts after a short expansion phase. See the ranked guide.
Only the land you own counts for you. Territories and nations hold land, and taking it from them moves you closer to the line.
A match ends when someone reaches the win line or when the time limit runs out and the largest player wins.
A win adds 100 XP on top of the normal match XP, and ranked wins move your rating up. See how to win from behind for more comeback tactics.
Conqora is a free, real-time multiplayer strategy game played on a map of the world, right in your browser. You start as…
Yes. Conqora is free to play in any browser, with no download, no install and no account required: open conqora.io and j…
No. Conqora runs in your web browser: no download, no launcher, no install, no plugin. Chrome, Edge, Firefox, Opera and …
Join a game, click a starting spot with empty land around it, then click land next to your border to expand. Keep 20–40%…
Usually 10 to 30 minutes. Small ranked maps are often decided in 10 to 15 minutes; the World map with many players can r…
Public quick games hold up to 30 players, plus the map's AI nations and the passive territories that fill the remaining …
Carriers are built at a Port (one per three port levels). They launch Air Raids (150K: destroy one building within 110 t…
Right-click a player and send an alliance request; it lasts five minutes, stops attacks between you, shares vision and b…
Territories are passive holders of the land nobody has taken yet. They don't attack players, get no starting gold even w…
More answers in the Conqora FAQ and the guides. Updated 2026-10-16.