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Developed by
Ozark Softscape
Platform
DOS
Published by
Microplay Software
Released
1992
Ozark Softscape
Platform
DOS
Published by
Microplay Software
Released
1992
Genre
Strategy/Tactics
Gameplay
Board Game
Perspective
Top-down
Narrative
Spy / Espionage
Vehicular
Naval / Watercraft
Strategy/Tactics
Gameplay
Board Game
Perspective
Top-down
Narrative
Spy / Espionage
Vehicular
Naval / Watercraft
Description
Global Conquest is a board game of world domination by Dan Bunten.
The goal of the game is to explore and dominate the world - which is inhabited by natives - before the other three players do so. You can play against computer players, or play your friends through modem link.
You take control of 'pieces', such as infantry, submarines, battleships and aircraft carriers. There are also special units, such as the spy who can slow unit production and steal secrets from opposing teams. You control your army through the 'ComCen' or Command Center, analogous to the King in chess - if you lose your ComCen, you're out of the game.
Gameplay is turn based with the player managing different aspects of their kingdom each turn, such as the economics of their cities (called 'Burbs'), their army, airforce and navy, any battles that are progressing, espionage tactics, treaties and alliances and random events. Random events are picked through a 'card' system, a card being selected every five turns. Drought, plague, taxpayer revolt, pope visits and battle fatigue are a sample of the many random events that can occur over the duration of the game.
The goal of the game is to explore and dominate the world - which is inhabited by natives - before the other three players do so. You can play against computer players, or play your friends through modem link.
You take control of 'pieces', such as infantry, submarines, battleships and aircraft carriers. There are also special units, such as the spy who can slow unit production and steal secrets from opposing teams. You control your army through the 'ComCen' or Command Center, analogous to the King in chess - if you lose your ComCen, you're out of the game.
Gameplay is turn based with the player managing different aspects of their kingdom each turn, such as the economics of their cities (called 'Burbs'), their army, airforce and navy, any battles that are progressing, espionage tactics, treaties and alliances and random events. Random events are picked through a 'card' system, a card being selected every five turns. Drought, plague, taxpayer revolt, pope visits and battle fatigue are a sample of the many random events that can occur over the duration of the game.
From Mobygames.com. Original Entry
Global Conquest | |
---|---|
Developer(s) | Ozark Softscape |
Publisher(s) | Microplay Software |
Designer(s) | Danielle Bunten Berry |
Composer(s) | David Warhol |
Platform(s) | DOS |
Release |
|
Genre(s) | Strategy |
Mode(s) | Multiplayer |
Global Conquest is a computer game developed by Microplay Software in 1992 for the PC (DOS). It is a version of Empire with numerous gameplay upgrades and a multi-player mode supported via modems.
Plot[edit]
Global Conquest is a strategy game where the object is to discover territories and conquer the world through strategy and management of military and economic resources.
The game always involves four opponents, which may be controlled by the computer or human players, and can be played via modem. The world is generated for every game, with the environment composed of oceans, plains, forests, swamps, or mountains, to which the players add units such as infantry, armor, subs, airplanes, battleships, and aircraft carriers. Players start with, and can manufacture, a spy unit that can not only steal secrets but can see with wide-ranging eyes. A player's Comcen is the most powerful piece, and a player is out of the game upon losing the Comcen. A player's collection of cities, also known as burbs, creates units and must then financially support them with money dumped into the treasury each turn.[1]
As with Bunten's earlier game M.U.L.E., Global Conquest is designed to balance gameplay between players. Random events are adjusted so that the player in first place is never lucky and the last-place player is never unlucky.[2]
Reception[edit]
In 1992 and 1994 surveys of science fiction games, Computer Gaming World gave Global Conquest four-plus stars out of five, stating that its 'main strength is modem play coupled with detailed military operations'.[3][4] The magazine later named it one of 1992's best wargames.[5] The game was reviewed in 1993 in Dragon #189 by Hartley, Patricia, and Kirk Lesser in 'The Role of Computers' column. The reviewers gave the game 4 out of 5 stars.[1]
References[edit]
- ^ abLesser, Hartley; Lesser, Patricia & Lesser, Kirk (January 1993). 'The Role of Computers'. Dragon (189): 57–62.
- ^'Designing People...'Computer Gaming World. August 1992. pp. 48–54. Retrieved 3 July 2014.
- ^Brooks, M. Evan (November 1992). 'Strategy & Wargames: The Future (2000-....)'. Computer Gaming World. p. 99. Retrieved 4 July 2014.
- ^Brooks, M. Evan (May 1994). 'Never Trust A Gazfluvian Flingschnogger!'. Computer Gaming World. pp. 42–58.
- ^'CGW Salutes The Games of the Year'. Computer Gaming World. November 1992. p. 110. Retrieved 4 July 2014.
External links[edit]
- Global Conquest at MobyGames
- Global Conquest at IGN
- Global Conquest at GameSpy
- Global Conquest at GameFAQs
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