All ten starting scenarios, what they hand you, and how to open · Operator: Chenyjunny
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Every match in Era of Conquest begins with a scenario. A scenario decides which map you play, which nations exist, and — most importantly — how much of the map starts empty. That last point is the single biggest difference between an easy scenario and a hard one, and it is worth understanding before you pick.
▶ Play nowThe number is the scenario's difficulty badge, from 1 (gentlest) to 5 (hardest).
Two nations, South and North, on the world map. The shortest match in the game and the right place to learn the controls — one border, one enemy, no diplomacy to juggle. Everything else on the map is neutral, so if you want a longer game you can simply keep expanding after the north falls.
Six powers — Korea, China, Russia, the USA, Brazil and India — spread across the whole world map. The classic opening. Because the six start far apart, the early game is almost entirely peaceful expansion into neutral land, and the first real war usually happens when two of you meet. Korea starts wedged next to China, which is the main pressure in this scenario.
Korea, North Korea, Japan and China in a tight four-way. Much less breathing room than Modern Great Powers: China is large and close, and Japan can reach you by sea. Expect to fight early. Sea attacks lose part of the landing force, which is what keeps Japan from simply walking over the strait.
Sweden, Norway, Finland and Denmark. A small, dense, fast scenario — four neighbours in a corner of the map with nowhere to hide. Good for practising concentration of force, because the front is short enough that a single well-stacked province decides it.
The USA, Brazil, Argentina, Canada and Mexico. Two continents joined by a narrow waist. The chokepoint through Central America matters enormously here: fortify it and the southern powers cannot reach you at all, which frees your whole army to expand north and west.
France, Germany, the United Kingdom, Russia, Italy and Spain. Six powers packed into the densest corner of the world map, which makes this the most diplomatic of the nation scenarios — with everyone in reach of everyone, who you sign pacts with matters as much as where you attack. Britain is across water and Russia is enormous but distant.
Türkiye, Iran, Saudi Arabia, Egypt and Israel. Five powers, short borders, and very little neutral land between them. It plays like Scandinavia with more players — the pressure arrives quickly and there is no safe rear.
The first of the hard ones. Europe divided into states across 36 countries, every province owned from turn one, and you start as France. No free land means no economic warm-up: you build your position by taking someone else's. France's advantage is a compact, defensible shape; its problem is that it borders almost everyone who matters.
The whole world at province resolution, every province owned, starting as Korea. This is the long campaign — hundreds of territories, dozens of rival nations, and an economy that punishes you for growing carelessly. Expect to lean on alliances and non-aggression pacts for a long time before you can act freely.
The hardest scenario in the game. All 28 provinces of the peninsula are independent, and you start holding exactly one of them — Seoul. Everyone around you is your size, which means no one can be safely ignored and every early fight is a coin-flip you have to stack in advance. Diplomacy is not optional here; it is how you survive turn ten.
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