Conflict of Nations

54 99K
Terrifying Weapons of Mass Destruction with lasting consequences on population and economy
Over 100 beautifully modeled Modern Weapon Systems such as Combat Attack Helicopters, Stealth Strike Fighters, Airborne Infantry Units and many more
Beautiful Isometric World Map depicting over 100 existing countries ready for the taking
Extensive Military Research Tree featuring over 250 individual items to research
Aug 11, 2017


Conquer your enemies and form global alliances on the modern battlefield, where mighty armies are waging war on land, at sea, and in the air!

Develop cunning tactics and hone your strategy using the most modern military, nuclear, and chemical researches available. Play Conflict of Nations on Armorgames!


Explained in-game

September 15, 2017

Dear players, Today we're bringing a massive economy update, as well as a new unit, new province buildings, 4 more playable countries, annexation rework, and a series of bugfixes. You should find yourself approaching the game differently in how you expand and plan outposts, this comes in part due to many economic as well as design aspects being changed to compensate. Please be aware that for most part, old games will not be affected by the new changes, so in order to see the update, we encourage you to start new rounds. NEW PLAYABLE COUNTRIES Israel, Syria, North Korea and South Korea are now playable on a improved World 2020 Map NEW MAP ELEMENTS -Introduced Suburban terrain type surrounding and expanding cities -Introduced chance for Provinces to produce resources -Introduced Cities producing money NEW UNIT National Guard -Defensive Infantry unit meant specifically for defending cities -This unit's initial hit points depend on city morale -Fast and cheap production NEW BUILDINGS Local Industry - Province-only building that allows an increase in resource production -Construction time 9/18/27 hours -Construction cost: 950 Basic Supplies, 950 Industrial Components and 1750 Money - +100% /+200% +300% Resource Production (No Manpower or Money increase) Military Logistics - Province-only building that allows to increase unit movement speed in provinces -Construction time is 3 hours -Construction cost: 250 Basic Supplies, 250 Fuel and 500 Money -Daily Upkeep 25 Money -+100% unit movement speed in province Navy Wharf - Province-only building that allows for unit embarkation -Construction time 9 hours -Construction cost 500 Basic Supplies, 750 Industrial Components, 250 Manpower, 750 Fuel. 250 Electronics and 2000 Money -Allows for unit embarkation in provinces with sea connections ANNEXATION REWORK Increased Annexation cost: -Basic Supplies from 1000 to 5000 -Industrial Components from 250 to 5000 -Manpower from 750 to 1000 -Rare Materials from 0 to 2000 -Fuel from 0 to 3000 -Money from 5000 to 15000 Increased Annexation time from 12 to 36 hours Annexation is no longer required to construct buildings in City BUILDING BALANCING Arms Industries -Adjusted production bonus from +25%/+31%/+37%/+43%/+50% to +10%/+20%/+30%/+40%/+50% -Decreased flat money bonus from 250/375/500/625/750 to 100/200/300/400/500 -Unified prices to 400 Supplies, 350 Components, 350 Fuel, 225 Electronics, 225 Rare Materials, 1250 Money -Adjusted construction time from 30 hours to 18/24/30/36/48 hours Army Base -Increased construction time from 90s/24/26/28/30 to 90s/28/32/34/36 hours -Adjusted resource prices -Basic Supplies from 250/750/1000/2000/3000 to 250/750/1250/2000/2500 -Rare Materials from 0/0/0/250/750 to 0/0/0/250/500 -Money from 1750/2500/4000/6000/8500 to 2000/3500/5500/7500/9500 -Industrial Components and Fuel unchanged -Introduced Manpower production bonus at +5%/+10%/+15%/+20%/+25% Naval Base -Introduced Resource production bonus at +5%/+10%/+15%/+20%/+25% -Removed Money Upkeep -Adjusted construction time from 24/26/28/30/32 to 9/30/32/34/36 -Adjusted construction prices -Basic Supplies from 500/1000/1500/3000/4500 to 500/750/1000/1500/2000 -Industrial Components from 250/500/750/1000/1500 to 750/1000/1500/2000/2500 -Rare Materials from 0/0/0/250/750 to 0/0/0/350/750 -Fuel from 750/1125/1500/1875/2250 to 750/1000/1250/1750/2250 -Electronics from 125/250/375/500/750 to 250/375/500/750/1000 -Money from 1750/3500/5000/7500/10000 to 2000/3500/5500/7500/9500 Air Base -Introduced Resource production bonus at +5%/+10%/+15%/+20%/+25% Adjusted construction cost: -Basic Supplies from 250/750/1250/2000/3000 to 750/1000/1250/1500/1750 -Industrial Components from 250/500/750/1000/1500 to 1000/1250/1500/2000/2500 -Fuel from 500/975/1350/1800/2175 to 1000/1250/1750/2250/2750 -Electronics from 125/250/375/500/750 to 600/750/1000/1250/1500 -Rare Materials from 0/0/0/250/750 to 0/0/0/500/750 -Money from 750/1500/3000/5000/7500 to 2750/4750/6750/8750/11000 -Adjusted construction time from 24/26/28/30/32 to 9/30/32/34/36 -Removed Money upkeep Airfield -Decreased Hit points from 20 to 5 Military Hospital -Adjusted construction time from 24/26/28/30/32 to 22/26/28/30/32 -Adjusted money price from 1000/1500/3000/5000/7500 to 1350/2000/4000/6750/10000 Recruiting Office -Now will be destroyed upon changing owners -Decreased level 1 construction time from 24 hours to 30 minutes -Adjusted Manpower bonus from +25%/+31%/+37%/+43%/+50% to +10% /+20%/+30%/+40%/+50% -Adjusted construction prices -Basic Supplies from 500/750/1000/2000/3000 to 250/750/1500/2000/2500 -Money from 1000/1500/3000/5000/7500 to 1350/2000/3375/5000/6750 -Industrial Components and Electronics unchanged Secret Weapons Lab -Now will be destroyed upon changing owners -Adjusted construction times from 24/28/32/36/48 to 20/24/30/36/48 -Adjusted construction prices -Money from 1000/2000/4500/7500/10000 to 3500/5500/7500/10000/12500 Underground Bunkers -Adjusted construction times from 9/24/26/28/30 to 9/18/20/22/24 -Adjusted construction prices -Money from 1500/2500/5000/7500/10000 to 2000/3500/6500/10000/13500 RESEARCH BALANCING -Overhauled all Research times to be longer in the beginning and more evenly interspersed over 36 hours -Adjusted Research Day Available to be evenly distributed among 30 days instead of 26 GENERAL BALANCING -Unified conquered province production factors with homeland provinces - Increased from 25% to 50% -Increased the Distance to HQ penalty -Increased all Population growth times -Increased unit movement speed penalty on foreign terrain from 25% to 33% -Changed the terrain based movement modifiers from 25% to 33% and from 50% to 66%, resulting in faster unit movement in difficult terrain across the board -Increased penalty for crimes against humanity -Increased decay speed for crimes against humanity penalty -Adjusted terrain based stacking speed penalties: -Stacked movement across different terrain type will now follow logical order -Dense and dangerous terrain such as Jungle and Mountains, are slow to penetrate in large groups -Wide open terrain such as Desert and Tundra are easily traversed in large groups -Shallow waters restrict movement of fleets -High Seas allow more or less unobstructed movement unless very large fleets are used UNIT BALANCING General changes -Decreased Manpower and Money production costs of units by 20-30% -Introduced Naval Base as a requirement for Naval Aircraft -Reduced Secret Weapons Lab requirement for Stealth Aircraft and UAV from Level 3 to Level 1 -Introduced Recruiting Office as a requirement for Infantry units (except Motorized Infantry) -Introduced Arms Industries as a requirement for Armoured units (except Combat Recon Vehicle) General Infantry -Increased all infantry population damage from 0.5 to 1 -Reduced Mobilization time Combat Recon Vehicle -Increased Infantry damage from 4/4/4/5.5/5.5/8/8 to 6/6/6/8/8/11/11 -Decreased Armored damage from 4/4/4/5.5/5.5/5/8/8 to 2/2/2/3/3/5/5 -Decreased Hit points from 30/30/30/33/33/35/38 to 25/25/25/28/28/31/35 Tank Destroyer Western and Eastern doctrines: -Adjusted Infantry damage from 2/3/3/5/5/7 to 2/3/3/4/4/5 -Adjusted Armored damage from 6/6/6/8/8/10 to 6/6/6/8/8/11 European Doctrine -Adjusted Infantry damage from 2/3/3/5/5/7 to 2/3/3/4/4/5 -Adjusted Armored damage from 7/7/7/9.5/9.5/12 to 7/7/7/9.5/9.5/12 -Increased Hit points from 20/20/20/24/26/28 to 24/24/24/27/30/33 -Reduced Mobilization time from 22/23/24/26/27/29 to 20/21/22/23/24/25 Main Battle Tank -Increased Infantry damage from 6/6/6/8/8/10/10 to 8/8/8/10/10/12/12 -Introduced Helicopter damage at 1/1/1/1.5/1.5/2/2 Amphibious Combat Vehicle -Increased Infantry damage from 4/4/4/5.5/5.5/8 to 7/7/79/9/11/11 -Decreased Armored damage from 4/4/4/5.5/7/8 to 2/2/2/3/5/6 Transport Plane -Reduced speed from 7.5 to 5.5 -Changed embarkation to 30 minutes, disembarkation to 1 hour Mobile Anti-Air Vehicle -Reduced Mobilization time from 20/21/22/24/25/27/28 to 16/17/18/19/20/21/22 SAM Launcher -Reduced Mobilization time from 23/24/25/27/28/30 to 17/18/19/20/21/22 Theater Defense System -Reduced Mobilization time from 25/26/27/29/30/32 to 18/19/20/21/22/23 Corvette -Introduced Semi-Stealth to Tier 3 -Ballistic Missile Submarine -Introduced Sonar feature Aircraft population damage reduction -Stealth Air Superiority Fighter from 4 to 2 (Unified with regular Air Sup) -Strike Fighter from 3/3/3/4/4/5 to 2/2/2/3/3/4/4 -Naval Strike Fighter from 3/4/5 to 2/3/4 -Stealth Strike Fighter from 4 to 3 -Heavy Bomber from 5/5/5/7/7/9/9 to 3/3/3/4/4/5/5 -Stealth Bomber from 10 to 7 STACKING PENALTY Land: -up to 10 units +100% combat strength added (used to be up to 5 only) -11 to 15 units only +50% combat strength added -16 to 20 units 0 combat strength added -21 to 25 units combat strength reduced by -50% -26+ units combat strength reduced by -75% Air and Sea: -up to 5 units +100% combat strength added -6 to 10 units only +50% combat strength added -11 to 15 units 0 combat strength added -16 to 20 units combat strength reduced by 50% -21+ units combat strength reduced by 75% BUGFIXES -Fixed a bug where the Transport Helicopters of some doctrines did not have a deployment timer -Fixed Huambo not having proper connections (new rounds only) -Fixed a bug where Aircraft were invincible when displayed as trucks // Your CON Crew

August 11, 2017

Dear Players, This week we bring a balancing update that aims to reduce supplies and money load. It also consists of a series of bugfixes and balancing changes. Furthermore, we would like to announce that we are switching to bi-weekly updates from now on. General Prices -Adjusted Component Prices for all units to be lower in the early and higher in the end levels by between 10 - 20% -Increased Fuel Cost of Buildings by up to 50% -Increased Manpower Prices for several units and balanced them out against each other -Unified and added some of the Rare prices for Units such as the Launchers General Upkeep -Adjusted all Supplies Upkeep of Units up and down by about 15-20% -Increased all Fuel Upkeep of higher level Units by up to 50% -Increased Manpower Upkeep in higher level Units by averagely 60% -Adjusted Component upkeep for all units to be lower in the early and higher in the end levels by about 20% -Lowered Electronics Upkeep for all units by 5 in all levels -Adjusted and unified Money Upkeep for all units, especially infantry units, resulting in lower upkeep for many more advanced units Motorized Infantry -Decreased Infantry damage from 3/3/3/5/5/6/6/ to 3/3/3/4.5/4.5/5.5/5.5 -Decreased Helicopter damage from 1/1/2/2/2.5/2.5/2.5 to 0.5/0.5/1.5/1.5/2/2/2 (Unified with Aircraft damage) Mechanized Infantry -Swapped Unit Price for Electronics with Supplies and adjusted it accordingly Naval Infantry -Swapped Unit Price for Electronics with Supplies and adjusted it accordingly Main Battle Tank -Reduced Manpower cost for all levels by about 30% Heavy Bomber -Increased Hit points from 10/12/12/15/15/20/20 to 20/22/22/25/25/30/30 -Changed Research day available from 2/5/10/12/20/22/25 to 3/6/11/13/21/23/26 Conventional Warheads -Added 250 Rare Resource Cost BUILDING BALANCING Arms Industries -Increased flat money bonuses for Arms Industries from max 500 to max 750, resulting in higher level money gain Recruiting Office -Decreased Manpower bonus from 100/150/200/250/350 to 100/135/170/200/250 RESEARCHES BALANCING -Adjusted all Research Money prices, loosely tying them to the unit prices, resulting in substantially lower Money research costs -Lowered and adjusted the Research Basic Supplies costs across the board -Adjusted some of the Rare Materials costs for individual researchers bringing them in line with similar technologies -Did away with the gradual Research price increase, instead segmenting the Research costs into tiers from Tier 1 to Tier 3 - with factors 1, 1.25 and 1.5 MARKET -Increased AI resource demand chances resulting in more opportunity to sell goods to the AI in the market MAPS BALANCING Europe 1990 Map: Algeria -Introduced double resource production in Algiers Austria -Introduced double resource production in Vienna -Swapped resources between Vienna (now produces Basic Supplies) and Innsbruck (now produces Rare Materials) Czechoslovakia -Introduced double resource production in Prague -Swapped resources between Prague (now produces Industrial Components) and Banská Bystrica (now produces Rare Materials) East Germany -Introduced double resource production in East Berlin -Swapped resources between East Berlin (now produces Basic Supplies) and Neubrandenburg (now produces Rare Materials) Slow World Map -Increased VP requirement from 1000 to 1250 FIXES Fixed bug with incorrect Western Doctrine Naval Strike Fighter names Fixed issue of Air Assault sometimes not dealing full damage Fixed bug where player was not able to apply to multiple coalitions Fixed bug where player could send message to themself Fixed bug with Mobile Anti-Air Vehicle sometimes not going to cool down Fixed bug where Combat outpost displayer Mobilization Speed increase Fixed bug with Western Doctrine Mobile Artillery Tier 1 and Tier 2 3D models swapped Rescaled Western Doctrine Helicopter Gunships, Attack Helicopters and Naval Strike Fighters // Your CON Crew

July 18, 2017

What happened this month? • New unit models for Tank Destroyers, Self-propelled Artillery and Helicopters • reduced City sprawl graphics • Decreased base Insurgency chance in cities from 60% to 50% • MORALE PENALTY REDUCTION o We have seriously cut the time penalty caused by low population morale for both building production and unit mobilization - this should reduce the waiting time noticeably • This week introduces the new 20-Player Map o a regional map set in the turbulent 1990’s that features playable nations such as the Soviet Union, West and East Germany, Yugoslavia, and the United States. This map highlights the leaders, flags, borders, province and city names, as well as doctrinal starting units that are specific to the 1990’s. This is an intense, game-changing map that will get you thinking creatively about how you approach the road to victory. • in response to player needs, Outposts are now fully customizable. o In the sense that as a player you can build what you need, the three Forward Operating Base tiers originally on offer have now been broken up into individual units which can be constructed singularly, for cost efficiency, or as a group of two or three depending upon your needs. Specifically, Combat Outposts offer a Defense Bonus, Field Hospitals increase Hit Points over time, and Airfields allow basic air operations (but offer no construction). Build what you need- do you want the entrenched benefit of an additional 25% defense, or maybe the facility of an additional airfield?
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