Compare Colonial Conquest prices across 50+ stores and find the best deal. Developed by Argonauts Interactive. Published by Plug In Digital. Released on 7/28/2015. Available on PC. Genres: Indie, Simulation, Strategy.

A Victorian-era grand strategy sim where you carve up the globe on a hex map. Functional but rough around the edges.

Colonial Conquest is a turn-based strategy simulation set in the late 1800s and early 1900s, the peak era of European imperial expansion. You pick one of several world powers and compete against AI-controlled rivals to colonize territories across Africa, Asia, the Americas, and beyond. The core loop is straightforward: generate income from controlled regions, build armies and naval units, and push your borders outward before opponents lock you out. If you have ever stared at a map of 1880s geopolitics and thought "I could run this better," the premise lands. The decision-making layer is thin but present. You are constantly prioritizing which regions to contest, when to declare war, and how to allocate a limited resource pool between land and sea forces. There is no deep tech tree, no diplomatic dialogue system with multiple resolution paths, and no internal politics mechanic to manage. What you get is territory math: capture regions, collect income, spend on units, repeat. For a certain kind of player, that stripped-back loop is actually a comfortable on-ramp. The rules fit on one screen and a first full campaign is achievable in a single sitting. Newcomers to the strategy genre will not be lost here, though veterans may feel the shallowness quickly. The AI is serviceable at filling the board but it does not apply coherent strategic pressure. Rivals will expand, contest borders, and occasionally declare war, but you will not feel outplayed by clever positioning or resource denial. On higher difficulty settings the AI gets stat buffs rather than smarter behavior, which is the lazier solution and most dedicated strategy players will notice. The lack of a mod ecosystem means what you see at launch is what you get; there is no community-built overhaul waiting to add depth years later. That is a real ceiling for long-term value. Visually the game is functional and period-appropriate without being impressive. The hex map is readable, unit icons are distinct enough, and the interface communicates what you need without much friction. There is no voice acting, the music is forgettable, and production values overall reflect the indie budget. With a Mixed review rating on Steam sitting around 62 percent positive, the split community reaction makes sense: players who wanted a light, accessible colonial-era sim found something usable, while players expecting the depth of a Paradox title or even a classic like the original Colonial Conquest board game felt shortchanged on mechanics. Who should actually consider this? Players who are newer to the strategy genre and want a low-pressure historical sandbox with a short feedback loop. History enthusiasts who find the Victorian imperial theme compelling enough to justify modest gameplay depth. Anyone with a spare evening and a preference for turn-based simplicity over complex systems. Everyone else, especially players with 500 hours in Hearts of Iron or Victoria 3, will hit the ceiling fast and wish there were more levers to pull. It is a weekend curiosity, not a long-term commitment. Diego, Scout Team

Colonial Conquest
IndieSimulationStrategy

Colonial Conquest

Jul 28, 2015Argonauts InteractivePlug In Digital
GamerScout Says

A Victorian-era grand strategy sim where you carve up the globe on a hex map. Functional but rough around the edges.

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About Colonial Conquest

Colonial Conquest is a turn-based strategy simulation set in the late 1800s and early 1900s, the peak era of European imperial expansion. You pick one of several world powers and compete against AI-controlled rivals to colonize territories across Africa, Asia, the Americas, and beyond. The core loop is straightforward: generate income from controlled regions, build armies and naval units, and push your borders outward before opponents lock you out. If you have ever stared at a map of 1880s geopolitics and thought "I could run this better," the premise lands. The decision-making layer is thin but present. You are constantly prioritizing which regions to contest, when to declare war, and how to allocate a limited resource pool between land and sea forces. There is no deep tech tree, no diplomatic dialogue system with multiple resolution paths, and no internal politics mechanic to manage. What you get is territory math: capture regions, collect income, spend on units, repeat. For a certain kind of player, that stripped-back loop is actually a comfortable on-ramp. The rules fit on one screen and a first full campaign is achievable in a single sitting. Newcomers to the strategy genre will not be lost here, though veterans may feel the shallowness quickly. The AI is serviceable at filling the board but it does not apply coherent strategic pressure. Rivals will expand, contest borders, and occasionally declare war, but you will not feel outplayed by clever positioning or resource denial. On higher difficulty settings the AI gets stat buffs rather than smarter behavior, which is the lazier solution and most dedicated strategy players will notice. The lack of a mod ecosystem means what you see at launch is what you get; there is no community-built overhaul waiting to add depth years later. That is a real ceiling for long-term value. Visually the game is functional and period-appropriate without being impressive. The hex map is readable, unit icons are distinct enough, and the interface communicates what you need without much friction. There is no voice acting, the music is forgettable, and production values overall reflect the indie budget. With a Mixed review rating on Steam sitting around 62 percent positive, the split community reaction makes sense: players who wanted a light, accessible colonial-era sim found something usable, while players expecting the depth of a Paradox title or even a classic like the original Colonial Conquest board game felt shortchanged on mechanics. Who should actually consider this? Players who are newer to the strategy genre and want a low-pressure historical sandbox with a short feedback loop. History enthusiasts who find the Victorian imperial theme compelling enough to justify modest gameplay depth. Anyone with a spare evening and a preference for turn-based simplicity over complex systems. Everyone else, especially players with 500 hours in Hearts of Iron or Victoria 3, will hit the ceiling fast and wish there were more levers to pull. It is a weekend curiosity, not a long-term commitment. Diego, Scout Team

Tags

steamTurn-BasedVictorian EraHex MapColonizationHistorical StrategyShort CampaignBeginner-Friendly

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Reviews & Ratings

Steam
62%(263)

Game Info

Developer
Argonauts Interactive
Publisher
Plug In Digital
Release Date
Jul 28, 2015

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