Conqora

Beginner's guide: how to survive and grow in your first match

Conqora guide · updated 2026-10-14

Conqora is simple to start and hard to master: you own land, your troops grow on their own, and every attack trades some of those troops for your neighbour's tiles. This guide walks through a first match from the spawn screen to a safe mid-game. If you only read one page before playing, read this one.

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1. Pick a good spawn

When the match starts you have a few seconds to click where you want to appear. Three things make a spawn good: empty land around you so you can expand cheaply, a coastline so you can build a port later and escape or raid by sea, and distance from strong nations. Nations (the named AI countries) start with land and troops; spawning next to a big one means fighting for every tile. A quiet coast or a peninsula is ideal. If you don't click, the game picks a spot for you, which is rarely a good one.

2. Understand troop growth

Your troops increase every second without you doing anything. The rate depends on how much land you own and on how full you are: growth is fastest at about 40% of your maximum and slows to nothing when you sit at the cap. The practical rule: never stay full. An army at 100% earns nothing; the same army spent on empty land raises your maximum and keeps the growth going. Your maximum rises with land and with every City you build (+250K troops per city level).

3. Expand into empty land first

Unowned land costs almost nothing to take; land owned by a player or nation costs troops in proportion to its defender. In the first two or three minutes, click every patch of grey land next to your border. Set the attack ratio slider (bottom of the screen) around 30–50% so each click sends a decent wave while a reserve stays home. Big empire early, fights later.

4. Build a City, then a Port

Buildings cost gold, which comes from your land every second. Your first City pays for itself quickly: it raises your troop cap so growth keeps going. Your first Port on the coast starts sending trade ships to other ports; each ship that arrives pays gold, and the more ports you have the more each ship earns. After those two, put a Defense Post on the border that worries you most: land within 30 tiles of a post is five times harder to take.

Prices rise with every building of the same type you already own, so your second city costs more than your first. Upgrading an existing building (middle click) is often the cheaper way to get more out of it.

5. Watch your borders

Attacks are fought tile by tile on the border, and defenders fight back. If you throw 100% of your troops at a neighbour and the attack stalls, your own border is empty and the player behind you walks in. Keep the ratio at 20–30% against anyone your size or bigger, and only go all-in on a neighbour who is clearly weaker or already fighting someone else.

6. Use alliances

Right-click a neighbour and send an alliance request. Allies can't attack each other for five minutes, share what they see, and earn more from trade between their ports. Early on, an alliance with the nation next door is the cheapest defence there is. Breaking one marks you as a traitor for 30 seconds, during which your defence is halved and your attacks slow down, and the mark is visible to everyone, so don't do it casually.

7. Know the win condition

Whoever owns 80% of the land wins (95% for a team). Keep one eye on the leaderboard in the top left: a player closing in on the goal is everybody's problem, and the usual answer is a nuke, an alliance of the rest, or both. Matches that reach the time limit go to whoever holds the most land.

The five mistakes that lose new players their land

  1. Sitting at full troops. Growth stops. Spend them.
  2. Attacking a stronger neighbour at 100%. A failed attack hands them your troops and leaves you empty.
  3. No City by minute three. Your cap stays low and growth stalls.
  4. Ignoring the sea. Boats land on any coast; a port and a warship or two stop raids and earn gold.
  5. Nuking an ally's neighbour. Fallout and blast damage on an ally's land breaks the alliance.

Next: the economy guide explains gold, cities, ports, factories and trains in detail.