$4.99American Conquest Thousands of soldiers, one flag
Lead twelve nations through three centuries of war in the New World, from Columbus's landings to the fight for independence.
Is American Conquest worth it?
American Conquest is worth it if…
- you like real-time strategy with real heft, where a battle takes planning and patience
- you want to command armies of thousands instead of small squads
- you enjoy history, from Pizarro's expedition to the War of Independence
- you like mastering factions that play differently from each other
- you don't mind an old game that shows its age
Screenshots
Battles on a scale few strategy games attempt
This is a game about armies, not squads. Battles can hold up to 16,000 soldiers at once, spread across maps thirty screens wide, and the zoom lets you pull back far enough to see the whole front line at once. Formations matter: group infantry, cavalry and artillery under an officer, a drummer and a standard bearer, and your regiments hold together where a loose mob would scatter. Morale does real work too. Troops waver after defeats, go hungry without supplies, and fight harder when the pay is good and the victories keep coming. Muskets miss often at range, so a firefight becomes a question of positioning, reloads and cold steel when the lines finally meet. It is slow, deliberate chaos, and it looks glorious when two full armies collide.
Three centuries of war, twelve ways to fight it
Eight campaigns and 42 missions cover everything from Pizarro's expedition to the Seven Years War and the American War of Independence, plus nine standalone missions and six historical battles for multiplayer. The twelve playable nations and tribes do not play the same. Spain, England, France and the USA lean on gunpowder, cavalry and artillery; the Aztecs, Incas, Mayas, Sioux, Delaware, Huron, Iroquois and Pueblos field faster, cheaper warriors with bows, spears and slings, and each has its own buildings, units and strengths. Every musket shot needs a reload while a bowman just keeps loosing arrows, so the two sides fight by completely different logic. Add a diplomacy system for trading with neutral tribes, buildings your troops can occupy and defend, and hills that extend shooting range, and every nation asks for its own plan.
What should you know before playing?
Can you play it solo?
Yes, and there is a lot of it: eight campaigns with 42 missions, nine separate single player missions, and random maps in various sizes and settings that work as an open-ended sandbox once the campaigns are done.
How does the game run today?
Honestly, this is the rough edge. It is an older release, and a number of players run into launch errors, resolution problems and speed hiccups on modern systems, though many find workarounds in compatibility settings or community fixes. If you enjoy tinkering for ten minutes to get a classic running, it is worth it; if you expect plug-and-play, temper that expectation.
Is it hard?
It can be demanding, especially early on. Armies are raised from forts and fortresses, and recruiting soldiers there takes peasants from your workforce, so building an army means juggling your economy under pressure. Some maps hit hard and fast, and the AI does not let you idle. The upside is that winning feels earned.
How big are the battles really?
Up to 16,000 units on the field at once, with no population cap to hold you back. In practice you will often fight with hundreds rather than tens of thousands, but the point stands: this is a game where you lose track of individual regiments because there are so many of them, and where a single fortress can swallow an entire assault.
Can you make your own battles?
Yes. A map editor lets you build your own maps and missions and test them on the spot, which is a whole game in itself if you like seting up hopeless last stands or lopsided sieges and then seeing whether anyone survives them.





















