Conflict of Nations

57 127K
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

October 12, 2017

Dear players, Today we are especially happy to present you with a new map and new game mode, called Speed Game. From today until coming Monday morning we will be hosting auto generated speed maps – making the general game time run 3x faster than real time. As many players asked for a return of a the player generated world map we overhauled the 60 player version, reducing the player number to a manageable 24, and are now proud to host it along the Cold War map once again. Have Fun and Good Luck on the periodic limited game speed event! They may or may not show up after Sunday so join and play while you can! NEW 24 PLAYER AMEURASIA MAP -Introducing the new 24 Player Map focusing on Americas, Europe, North Africa and Asia -Deliberate decision to limit southern hemisphere to South America -Africa and Australasia do not play a major role to allow for lower player count COALITION FEATURE UPDATE -Introduced kicking and leaving for Coalition members --Every Coalition member will now be able to leave the coalition after a 24h timer -countdown --Coalition Leaders will now be able to kick any coalition member, starting a 24h time-to-kick countdown --Players are notified of any of Coalition members status changes -Adjusted maximum Coalition size for 20 and 24 player maps from 5 to 3, to make games more balanced, especially in light of the new coalition timers UI -Introduced game log notification for units, cities and provinces engaged in combat -Updated some of the map images and descriptions -Added Game Clock to top left UI, now displaying game day and hour -Replaced question mark icon with padlock icon to better visualise unavailable Unit Mobilization in Occupied Cities -Adjusted Missile Portraits in Research Panel COMBAT BALANCING Strength in Numbers aka. Overkill We have tweaked the combat system to better handle clashes where one of the sides has overwhelming advantage in strength and numbers. Overkill factor was reduced from 7 to 5:, in order to deal full 100% of the damage stated units require an overkill factor of 5 in the superiority of numbers of Offensive vs Defensive values. -Eg. Unit Stack A (Offense 15) attacking Unit Stack B (Defense 4) will result in no Overkill (Offense/Defense ratio is 15/4 = 3.75, which is lower than Overkill factor and it is not enough to get 100% damage). An hour later defenders have suffered casualties and their defense is reduced to 2.5 while the attackers have miraculously remained intact: Offense/Defense ratio is 15/2.5 = 6, so the OVERKILL will come into effect -Please note the values taken into account for Overkill calculation are subject to further modification within our combat system - this is normal and intended Unit Retreat Update -Reduced Unit Retreat damage factor from 40% to 25% -Reduced Unit Retreat random factor from +/- 10% to +/- 5% UNIT BALANCING Manpower Upkeep -Adjusted all Manpower Upkeep for all units to fit the recent doubling of manpower from conquered provinces -Most units will now have more manpower daily requirements Insurgents Overhaul -Prepare for some serious infiltration and local resistance by your friendly Rogue State: --Introduced Stealth Feature --Introduced Infiltration - this unit is now ignoring Bunker defence bonus --Increased Population Damage from 1 to 2 --Increased Armor Damage from 2 to 3 --Introduced 50% defence bonus --Unified Urban Combat Bonuses --Removed enemy territory movement negative modifier -Naval embarkation/disembarkation -Reduced embarkation and disembarkation on friendly territory from 1.5 hours to 1 hour -Reduced embarkation and disembarkation on enemy territory from 4.5 hours to 1.5 hours -Motorized Infantry --Decreased Components cost from 550/550/550/750/750/900/900 to 350/350/350/550/550/700/700 -Mechanized Infantry We have changed the unit to serve more of a defensive purpose, giving it higher defensive damage values as well as increased damage area for soaking infantry damage --Reduced Hit points from 25/25/27/27/30/35 TO 22/22/27/27/30/35 --Reduced Infantry damage from 4/4/6/6/6/8 to 3/3/4.5/4.5/4.5/6 --Reduced Armored damage from 5/6/7.5/8.5/8.5/10 to 4/5/6/7/7/8 --Reduced Helicopter damage from 2/2/2.5/2.5/3/4 to 1/1/1.5/1.5/2/2.5 --Introduced 25% defence bonus --Overhauled damage soaking for Infantry -Airmobile Infantry --Introduced new helicopter models for Tier 3 -National Guard --Fixed a bug where National Guard had no terrain speed modifiers -Transport Truck --Increased Hit points from 10 to 15 -Combat Recon Vehicle --Reduced Helicopter damage from 2/2/2/2.5/2.5/3/3 to 1/1/1/1.5/1.5/2/2 -Main Battle Tank --Unified last level Urban Combat Bonus for both City and Suburbs -Towed Artillery --Increased Hit point from 5/5/8/8/8/10/10 to 10/10/13/13/13/15/15 --Removed Component Cost --Added Electronics Cost -Mobile Artillery --Removed level 1 Research requirement --Added Component Cost --Removed Electronics Cost -Multiple Rocket Launcher --Removed level 1 Research requirement -Mobile SAM Launcher --Removed level 1 Research requirement -Theater Defense System --Removed level 1 Research requirement -Attack Helicopter --Increased Naval damage from 2/2/3.5/3.5/3.5/5/5 to 3/3/4.5/4.5/4.5/5.5/5.5 -AWACS --Increased movement speed from 8/8/8/8/8/9/9 to 9/9/9/9/9/10/10 -Naval AWACS --Increased movement speed from 8 to 9 BUILDING BALANCING -Military Logistics --Reduced daily cost from 25 money to 0 -Arms Industry --Reduced level 1 construction time from 18 to 9 hours -Airfield --Reduced Supplies cost from 1000 to 500 --Reduced Components cost from 1000 to 750 --Reduced Fuel cost from 1000 to 750 --Reduced Electronics 750 to 500 --Reduced Money cost from 2500 to 2250 -Fixed bug where constructing higher level of Air Base paused unit mobilization --Outpost -Increased Damage Reduction from -20% to -33% -Reduced Manpower cost from 500 to 250 -Reduced Fuel cost from 1000 to 750 -Reduced Money cost from 2000 to 1750 -Navy Wharf --Increased Manpower cost from 250 to 500 -Air Base --Reduced Construction time from 24/30/32/34/36 to 24/26/28/30/32 -Bunkers --Increased Damage Reduction bonus to 33% at level 1 and 73% at level 5 (entrenchment will add with diminishing numbers per each level) RESEARCH BALANCING -Naval AWACS --Fixed bug where Naval AWACS didn't require AWACS research -Ballistic Missile Submarine --Adjusted Research day available from 8/12/15/18/21/24/27 to 5/11/14/17/20/23/27 --Swapped Expanded Missile Magazine with Cruise Missile Launch System researches //Your CON Team

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
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