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Atlas Conquest

  • strategy
  • world-map
  • conquest
  • grand-strategy
  • 2d
  • sandbox
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Matthew Schmitt built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Atlas Conquest yet. Play it, then tell Matthew Schmitt what you would add next.

Make your own game

Atlas Conquest was built by Matthew Schmitt with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Atlas Conquest opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Atlas Conquest

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a browser-based 2D world-map conquest strategy game titled “Atlas Conquest.” Show a full-screen projected political world map on a canvas, using the Natural Earth projection and country geometry from a world-atlas/topojson-style countries dataset. Include recognizable countries and borders across the Americas, Europe, Africa, Asia, Oceania, and Antarctica. Render the map over a very dark navy/blue radial-gradient ocean/background rather than plain black, with a subtle animated Three.js starfield of small bluish-white points behind the map. Countries should be filled in muted faction colors; the player’s territory uses translucent warm gold/yellow. Draw borders only between countries owned by different factions, so borders between adjacent player-owned countries disappear after conquest. Draw country names in small bold white text, clipped inside each country polygon; names should scale/wrap to fit. Hovering a country lightly highlights it and shows a small dark tooltip with its name. Clicking highlights the selected country with a bright pale-gold outline.

The game begins with a centered translucent blurred modal reading “Choose your country,” explaining that the player must click any country to begin and can only attack countries sharing a border. Include a “Click a country to begin” informational/disabled-looking button and a “Random start” button. The map remains clickable through the modal so clicking a country starts the game; Random start selects one of roughly the 40 largest countries. On starting, make that country the player’s permanent nation, give it 120 gold and at least 40 army, hide the modal, and show the top-left status text “Nation: [country] — pick a neighboring target to attack.” After starting, clicking other countries selects them only as attack targets and must never change the player’s original nation.

Place a compact translucent glass-like information panel in the upper-right titled “Your Nation,” with a collapse arrow button. Display live totals for Gold, People, Army, Power, and Owned. Below dividers, provide buttons “Upgrade Economy,” “Upgrade Army,” and “Upgrade Power,” then a War section showing “Target: none” or the selected country’s owner, people, and army, plus a red-tinted “Attack Selected” button. Include a small status/log message at the bottom. Disable upgrades before the game begins and disable Attack Selected unless a non-player selected country shares a border with any player-owned country. The panel can collapse to a narrow box containing only the arrow.

Core rules and simulation: initialize every country with an owner belonging to one of 8 AI factions, deterministic-ish varied starting People (about 30–170), Army (about 8–48), and Power (about 1.0–1.25). Build country adjacency from shared borders. The player earns gold continuously at a rate equal to owned-country count multiplied by (2 + 1.5 × Economy level). Player-owned countries slowly gain people; some people are converted into army, with recruitment improved by Army level. Player Power is represented as a multiplier of 1.00× plus 0.15 per Power upgrade, while owned-country power values use a smaller tech increase. Upgrades spend gold with rapidly rising costs: each starts around 60 gold, scales by 1.55 per level, and also rises with the number of owned countries. Log insufficient funds or successful upgrade messages.

To attack, the selected target must be non-player and adjacent to the player’s territory. The player must have at least 15 total army. Commit roughly 30% of the total player army, removing it proportionally from owned countries. Resolve combat with a random factor: attacker strength is committed troops multiplied by the player Power multiplier and a random 0.85–1.15 factor; defender strength is target army multiplied by a power factor and a clear defender bonus of about 1.18. On victory, apply substantial attacker losses, transfer the target to the player, leave a garrison of at least 2 troops based on survivors, award roughly 20 gold plus a small population-based reward, and return some surviving troops to one owned country. On defeat, lose most of the committed troops and reduce the defender’s army somewhat; log the result. Update fills and dynamic borders immediately. The win condition is owning every country; then show a centered translucent overlay saying “You won,” explaining that the whole world was conquered, with a Restart button that reloads the game.

AI factions should simulate continuously: non-player countries gain people and army slowly, power creeps upward to a cap around 2.2, and every few seconds several random AI attacks may occur across neighboring countries with different owners. AI attacks commit about 25% of an attacker’s army, use power-based combat and a defender bonus, and can transfer ownership. Avoid heavily targeting the player while the player owns two or fewer countries. If an AI conquers a player country, log a “You lost [country]!” message. The player’s simulation pauses until a starting country is chosen, while AI and player totals update live afterward.

Support interaction controls exactly as follows: mouse movement for country hover/tooltips, click for starting-country selection or target selection, dragging on the map to pan, mouse wheel zoom centered around the cursor with a range from 1× to 12×, and the R key to reset camera zoom and pan without resetting the strategy. Keep the interface responsive and full-screen, with rounded panels, subtle borders, backdrop blur, pale lavender/white typography, muted colored countries, and unobtrusive hover/selection highlights. The visual composition should resemble a clean interactive atlas: map centered and dominant, top-left title/status card, upper-right nation-control panel, dark blue starry space/ocean backdrop, and no unnecessary HUD elements beyond those described.

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