
Conqora guide · updated 2026-10-14
Once the basics are automatic, matches are decided by timing and by reading the other players. These are the habits of players who finish first regularly.
The slider sets what share of your troops each click sends. Low ratios (10–20%) are for probing and for taking empty land while keeping a defensive reserve; high ratios (70–100%) are for the one attack that has to succeed. The mistake is leaving it high: every click then empties you. Change it with T and Y (or Shift + wheel) as the situation changes, several times a minute.
All-in attacks win when the defender is busy elsewhere (their border with someone else is lit up red), when they just launched a big attack and are empty, or when you have a Defense Post behind you so a counter-attack bounces. Never all-in into a Defense Post: five times the defence means five times the troops lost.
A border you don't want to fight on should be a Defense Post, a river (boats only), fallout (nobody grows on it, attacks across it are slow) or an ally. Two posts and an alliance let you put 80% of your army on the one border that matters. Fallout on a border is a free wall for a long time; sometimes an atom bomb on your own empty border land is the cheapest defence available.
Around minute six to ten, every border is a player or a nation with posts, and expansion stops. Players who keep clicking lose troops; players who switch to economy win. Upgrade cities, add ports, build a factory toward an ally, and let the troops cap rise. The next phase starts when someone launches the first nuke; be the one with the gold to answer it.
The leaderboard shows land and troops. Someone whose land grows fast with few troops is over-extended: hit them. Someone with huge troops and little land is about to attack; don't be next to them with an empty border. A player near 60% is the common enemy; the match becomes everyone against them, and the best place to be is their ally until the last minute.
Next: controls and shortcuts.