Global Conquest relies on a more classical concept. In Command HQ time was always progressing. You can have temporary treaties, in order to watch your back while you are attacking another foe, for example. Now there are 4 groups which fight for domination on a randomly determined map. That is (of course?) achieved by military.īut there are some differences. You start with one (or a few) cities and you have to conquer the whole world. For more detailed information read this one's review. The whole system is therefore quite similar. Global Conquest is a kind of sequel to Command HQ. He/She died in 1998.Īrchived Review(s) ↓ Review by Mr Creosote () Not So Fun Fact: Shortly after completing GC, the designer, Dan Bunten, underwent a sex change operation and became Dani Bunten. I've played the game a lot and I used to own the manual, so if you have any questions about the game, feel free to mail me. We don't live in that world, but we still have the original Global Conquest. In a perfect world someone would be working on an updated version of Global Conquest, including Windows compatibility, an offline map editor, and black covering for unexplored areas among other necessary improvements. I don't care about most games' stupid scifi setups - it's like when Lego started having predetermined good and bad guys in their toy lines: *I* want to decide who's good and who's bad! Give me a neutral full-on war, like Global Conquest. It is a “neutral”, abstract wargame that resembles chess, as the opening sequence suggests. Secondly, CHQ is tied to one well-known map and a handful of scenarios, whereas GC has a near-infinite number of customizable maps and no scenario. I realize these are old games but GC has a nicer “finish” than CHQ. Now I realize that a lot of the elements I've singled out above were introduced in Command HQ, but I prefer GC for two reasons: firstly, the smoother presentation and graphics. Why all realtime strategy games don't employ this feature is a mystery to me. You can actually watch a replay of your game with the orders phases taken out - You own private war film. And you don't have to build troop transports - land units convert automatically to boats at the shore. You can order a single unit to go stealth or double speed or pursue an individual enemy unit or change supply sources. GC's aircraft work much more realistically and can do more kinds of missions, including paradrops. This is ludicrous, especially because ground units in empire-type games never have fuel or supply restrictions. This means they hang in the air between turns. Usually they have a fuel restriction which means that they have to return to base before n turns have lapsed. they move a fixed distance each turn and then stop. In most empire-type games, airplanes are treated like land units, i.e. The handling of the airplanes is excellent, and my single most favourite thing about the game. I love it! How do I love it? Let me count the ways: Global Conquest is in my opinion the best empire-type game ever written. In short, if you love old skool wargames, Global Conquest is for you. You can even design your own icon to identify your side. As with all good empire-type games, the battle takes place on a randomly generated, arbitrary battlefield - it's pure war. Airplane missions happen between the realtime turns. (Units fight automatically whenever they're in range). You set unit destinations, then click EXECUTE and watch your army swing into action for eight “clicks” of the clock. One nice feature, which I've never seen anywhere else, is the combination of turn-based and realtime action. Airplanes are a separate type of unit and can do paradrops, tactical and strategic bombing, and reconnaissance. Unit destinations can be set with waypoints and sub-options like blitz and sneak. Right-clicking gives you a minimap on which you can select and direct units and view city ownership. The AI is nothing special and you'll have to handicap yourself heavily (also tweakable) to give yourself a challenge. Two flavors of random events are available, and several ways to play multiplayer, which is what the game is really about. The settings also determine how big the map is, how many mountains, how much land, etc. You can tweak the scenario settings to have resources (oil and minerals) control the availability of certain units. Each city can support a limited number of units, or can switch off production in order to save money, which can then be transferred to a city near the front to speed up production there. Sea, plains, mountains, swamps, forests and cities are the terrain types. Infantry, tanks, battleships, carriers, subs, planes, spies and “comcens” (king pieces) are the units. Global Conquest is an empire-type game, like the venerable Strategic Conquest: you move units to capture cities, with which you build more units, to capture more cities.
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