Mechanics guides
Capturing, walling in, supply, terrain, the council countdown and the siege.
- Capturing cities: crowd them, then hold them
How a city changes hands in Dot Conquest: guards, the capture ring, why more dots fill it faster, and why defenders beside a city push it back.
- Walling in: how to flip land by enclosure
Surround an area with your land and everything inside becomes yours. How enclosure works in Dot Conquest, what it cannot do, and how to use it.
- Ruins, mines and the council countdown
What makes your next Council come sooner in Dot Conquest: ruins, mines, falling behind, and cards. All of it is shown on the map and in the top bar.
- Supply lines and attrition: why your dots wear down
Which land is supplied, what faded land means, how fast dots lose health on enemy or cut-off land, and how to keep an army supplied in Dot Conquest.
- Terrain guide: forests, rivers, roads and every kind of ground
Every kind of ground in Dot Conquest with its movement speed and the damage a dot takes standing on it, and how to use terrain to win fights.
- The siege phase: how long battles end
What changes when Dot Conquest's siege phase begins: faster captures, crumbling garrisons, besieged cities that stop producing, and how to plan for it.
- Why games use hex grids, and how to count distance on one
Why strategy games choose hexagons over squares, how distance works on a hex grid, and why it makes ranges and areas easy to read at a glance.