
Conqora guide · updated 2026-10-14
Half of every Conqora map is water, and the players who use it win more than the players who don't. Boats let you attack anyone with a coast, warships control who sails where, and trade ships are the biggest income in the game.
Click land across water and a boat sets off with the troops your attack ratio sends, up to three boats at once. A boat lands anywhere on the enemy coast, and it can follow rivers inland, which makes river countries much easier to raid than they look. The landing is a normal attack from that tile outwards, so a strong landing wave on a thin coast carves out a beachhead before the defender reacts. Boats are slow and can be sunk; against a coast patrolled by warships, land from the far side or send two boats so one gets through.
A Warship (250K, rising to 1M) is built at a port and patrols the sea around it. It sinks enemy boats in range, shoots at other warships, and captures trade ships, taking their cargo as your gold. Click a warship, then click the sea to send it somewhere else. Two warships parked in a strait or at the mouth of a bay close that water to everyone you're not allied with; a warship next to an enemy port starves it of trade income.
Each Port you own sends trade ships to other ports on the map at random. A ship that arrives pays 100,000 gold plus 100 per tile travelled, multiplied by a bonus that grows with the number of ports you own (midpoint at five ports, up to three times). Allied ports trade more with each other. The more ports, the more ships are out at once and the bigger each payout, which is why a second and third port are the best buys in the mid-game. Trade ships are unarmed: protect the routes with warships, or accept the losses and build another port.
Carriers are built at a port, one for every three port levels (a level-3 port allows one carrier by itself). A carrier costs 1.5M, rising to 4M, and offers two strikes within 110 tiles: Air Raid (150K) destroys one building, Nuke Bomber (750K) drops an atom bomb. The cooldown is long (three silo cooldowns), so a carrier is a precision tool, not a nuke factory: use it to kill a SAM before your real launch, or a port that feeds your rival.