General Conquest is a turn based Strategy game that supports up to five players, human or computer AI. Players try to take over a
randomly generated map by building castles and leveling their generals. Keep your country growing by developing your towns, building your armies,
recruiting new generals, and warring with your neighbors. Defeat all other players on the map to complete your conquest.
I've had the idea for this game rummaging around in my head for well over a decade. It started way back when I got the game Destiny of
an Emperor for Nintendo. I thought that it would be neat if a game kept the same structure yet allowed human players to control the
different provinces and use the generals to battle other provinces and level up and conquer China. Gates and castles and towns and all of
that good stuff would still be used along with the same battle system. Back in 2001, I created a Q-Basic game called Destiny of Miyana.
It was an RPG set in a fictional world using Q-Basic's crude line and circle graphics to create a world in peril in which you were recruited by
a king to battle enemies who threatened the land. It was kind of a predecessor to General Conquest in that it used many of the style of play that
I originally dreamed up so many years ago. However, Destiny of Miyana was an RPG. General Conquest is a turn based strategy game.
It wasn't until 2005 when I finally decided to give it a go and try to bring my idea to life. To fill a few gaps in my game design
I added a few elements from the SNES Romance of the Three Kingdom series into the mix for non-military matters. As for the graphics,
I created all of it except the avatars used for the generals. As anyone who played Destiny of an Emperor could tell,
there is a striking similarity between their General graphics and mine. I basically just took the generals right from the game,
tweaked them somewhat, then tossed them into General Conquest.
After a lot of work I managed to fix and improve a TON of problems that plagued this game. I believe it might actually be fully playable now between human players.
In addition to bugs I also made a ton of improvements such as a larger viewing area and other interface improvements. The AI still would not be able to put up much
of a contest. Coding a fully functioning AI for a strategy game turned out to be beyond my ability at the time. See the Known Bugs section below for more details
on what bugs remain a part of the game.
Requirements: Microsoft's .NET Framework 1.1 or higher.
Designed for Windows XP. May have performance issues on newer versions of Windows.