Total Conflict: Resistance

Total Conflict: Resistance

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FlumpySquid Jul 22, 2023 @ 8:09pm
General Gameplay Guide for Total Conflict Resistance
https://www.youtube.com/watch?v=Twlha6jdQPM

Timestamps:
0:00 Introduction
0:24 Beginning a New Campaign
2:20 The Overworld User Interface (UI)
2:40 Resource List
3:08 Owned Cities and Battalions
3:27 Government Statistics
3:49 The Date
4:06 Speed Settings
4:22 Manufacturing and Adaption Icon
4:39 Construction Icon
5:25 Key Buildings
6:13 Production Icon
6:45 Squad Editor Icon
7:24 Diplomacy Icon
8:06 Trading Icon
8:49 Economics Icon
9:14 Help Icon
9:27 Cities Towns, and Farms
9:46 Supply and Garrison Tabs and Their Uses
11:07 Enter Settlement Button and M
11:36 Forces Tab
12:03 Trade and Resource Distribution
12:22 Create Convoy Menu
15:03 Battalions, Unit Symbols, Combat, and Post Battle Results
15:16 Unit Symbols and Their Meanings
16:00 Commanding Battalions and Their Uses
16:20 Battalion Creation
17:05 Battalion Movement
17:20 Battalion Menu
17:52 Squads
18:35 Squad Exchange
19:31 Battalion Experience
20:25 Movement Buffs and Penalties
20:48 Supplying a Battalion
22:27 Battle
22:54 Pre-Battle Screen and Manual Battle
23:19 RTS Mode Combat, Controls and UI
26:12 FPS Mode Combat, Controls, UI and HUD (Heads Up Display
28:16 Sped Up Battle Footage
29:24 Battle Results and Loot
30:16 Pre-Battle Screen, Auto Battle and Loot
30:58 Capturing a City, Town or Farm
31:28 Congratulations for Completing This Guide
Last edited by FlumpySquid; Jul 22, 2023 @ 8:12pm
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Showing 1-12 of 12 comments
Egyptian scholar Aug 2, 2023 @ 9:54pm 
This game is very good! But lacking a battlefield map editor! Hope to open up in the future!
Without a map editor in any game, it means that it will always be a fast food game and cannot become a classic. Mount&Blade2 has already opened a battlefield map editor, which is not an editor for strategic maps, but for some manually fought battlefield maps in strategic maps. This is really a good decision, allowing players to have unlimited battlefield maps and the game can become a classic, Can have more playability, I hope Total Conflict Resistance can also open the battlefield map editor! I am going to leave a message and post on Steam forums and other places where the official game developers can see it. Everyone, please also go to Steam to post and request the opening of the battlefield map editor. This will allow players to gain access to the battlefield map editing function, which is a very important feature! Supporters, please forward this paragraph!
|PLayeR|№1 Aug 3, 2023 @ 2:08am 
Originally posted by Egyptian scholar:
This game is very good! But lacking a battlefield map editor! Hope to open up in the future!
Without a map editor in any game, it means that it will always be a fast food game and cannot become a classic. Mount&Blade2 has already opened a battlefield map editor, which is not an editor for strategic maps, but for some manually fought battlefield maps in strategic maps. This is really a good decision, allowing players to have unlimited battlefield maps and the game can become a classic, Can have more playability, I hope Total Conflict Resistance can also open the battlefield map editor! I am going to leave a message and post on Steam forums and other places where the official game developers can see it. Everyone, please also go to Steam to post and request the opening of the battlefield map editor. This will allow players to gain access to the battlefield map editing function, which is a very important feature! Supporters, please forward this paragraph!
I admire your enthusiasm but not sure if this is the right place for this comment.
Egyptian scholar Aug 8, 2023 @ 4:23am 
It's really very enjoyable! The AI aggression of this game is very strong!I hope that the aggressiveness and enthusiasm for declaring war of AI can continue to be maintained or strengthened! My friends around me all love AI that is aggressive and loves declaring war!
Rotfuchs Apr 19, 2024 @ 9:25am 
I really need a proper updated guide on the econonimcs
FlumpySquid Apr 19, 2024 @ 9:29am 
Originally posted by Rotfuchs:
I really need a proper updated guide on the econonimcs
perhaps I may be of assistance
Pete.Coch Nov 4, 2024 @ 3:28am 
Hello, is it me or the food processing rate had been re-balanced? It's now very difficult to obtain a satisfactory food planning, even with a "lot" of food chain structures and law dedicated researches. Did something change with the food production efficiency or is there new conditions to obtain 100% efficiency on cereal/bakery production rate? What are now the ideal mix with fish and canned food? Do I need to provide in production town recruit? I'm now more concerned on food production than army strengh and technology. It's cool, playable but the overall gameplay is too focus on food issue than strategy. Am I wrong?
Pete.Coch Nov 4, 2024 @ 3:39am 
And second point, is there a way to allow (whatever) type of squads to take all kind of vehicule? to be accurate, if I have a regular squadron which is setup (in the squadron editor) to "motorized", i can allow it to receive for example M113. But, if i started to produce for example M1A1, and i configure my sqadron to receive now M1A1, the can't take M113 anymore and so on... The only way i found is to switch each time the squadron characteristics for each vehicule i need to update on. Is there a clear way to allow a squad to receive all type of vehicule as soon as it's a motorized one?
Nash_Bridges Nov 4, 2024 @ 3:52am 
Originally posted by Pete.Coch:
Hello, is it me or the food processing rate had been re-balanced? It's now very difficult to obtain a satisfactory food planning, even with a "lot" of food chain structures and law dedicated researches. Did something change with the food production efficiency or is there new conditions to obtain 100% efficiency on cereal/bakery production rate? What are now the ideal mix with fish and canned food? Do I need to provide in production town recruit? I'm now more concerned on food production than army strengh and technology. It's cool, playable but the overall gameplay is too focus on food issue than strategy. Am I wrong?
Greetings. This aspect has not been reworked in the upcoming game updates. Perhaps there are simply not enough workers at your production facilities.
Originally posted by Pete.Coch:
And second point, is there a way to allow (whatever) type of squads to take all kind of vehicule? to be accurate, if I have a regular squadron which is setup (in the squadron editor) to "motorized", i can allow it to receive for example M113. But, if i started to produce for example M1A1, and i configure my sqadron to receive now M1A1, the can't take M113 anymore and so on... The only way i found is to switch each time the squadron characteristics for each vehicule i need to update on. Is there a clear way to allow a squad to receive all type of vehicule as soon as it's a motorized one?
Create “standard” squads, they take all kinds of vehicles.
Pete.Coch Nov 4, 2024 @ 4:00am 
Originally posted by Nash_Bridges:
Originally posted by Pete.Coch:
Hello, is it me or the food processing rate had been re-balanced? It's now very difficult to obtain a satisfactory food planning, even with a "lot" of food chain structures and law dedicated researches. Did something change with the food production efficiency or is there new conditions to obtain 100% efficiency on cereal/bakery production rate? What are now the ideal mix with fish and canned food? Do I need to provide in production town recruit? I'm now more concerned on food production than army strengh and technology. It's cool, playable but the overall gameplay is too focus on food issue than strategy. Am I wrong?
Greetings. This aspect has not been reworked in the upcoming game updates. Perhaps there are simply not enough workers at your production facilities.
Originally posted by Pete.Coch:
And second point, is there a way to allow (whatever) type of squads to take all kind of vehicule? to be accurate, if I have a regular squadron which is setup (in the squadron editor) to "motorized", i can allow it to receive for example M113. But, if i started to produce for example M1A1, and i configure my sqadron to receive now M1A1, the can't take M113 anymore and so on... The only way i found is to switch each time the squadron characteristics for each vehicule i need to update on. Is there a clear way to allow a squad to receive all type of vehicule as soon as it's a motorized one?
Create “standard” squads, they take all kinds of vehicles.
Hello, thanks for your replies, ok i'll try "standart" conditions for my squads. Regarding the "food" process, how do I insure an efficient numbers of workers? Is it an "independent" evolution of the population within the game or is there any action the gamer could provide to rise up the workers population (except the law management I already understand)?
Last edited by Pete.Coch; Nov 4, 2024 @ 4:00am
Nash_Bridges Nov 4, 2024 @ 6:41am 
Originally posted by Pete.Coch:
Hello, thanks for your replies, ok i'll try "standart" conditions for my squads. Regarding the "food" process, how do I insure an efficient numbers of workers? Is it an "independent" evolution of the population within the game or is there any action the gamer could provide to rise up the workers population (except the law management I already understand)?
Build residential buildings in cities and industrial zones, this will increase the population and workers in the country (but don't build too many because you will have to feed them).
Pete.Coch Nov 4, 2024 @ 7:35am 
Originally posted by Nash_Bridges:
Originally posted by Pete.Coch:
Hello, thanks for your replies, ok i'll try "standart" conditions for my squads. Regarding the "food" process, how do I insure an efficient numbers of workers? Is it an "independent" evolution of the population within the game or is there any action the gamer could provide to rise up the workers population (except the law management I already understand)?
Build residential buildings in cities and industrial zones, this will increase the population and workers in the country (but don't build too many because you will have to feed them).
I'm sorry, this is cristal clear but i didn't paid attention to this simple mechanics :). Thanks again for helping me!
1. Understanding the Basics

Game Modes: The game blends grand strategy (map management, diplomacy, and economy) with real-time and FPS combat. You can switch between modes seamlessly.
Factions: Choose your faction carefully. Each one has unique starting advantages, such as resources, population, or military capabilities.
Objectives: The main goal is to unify the map under your control, whether through diplomacy, military conquest, or economic dominance.

2. Starting Strong: Early Game
Resource Management

Key Resources: Focus on acquiring food, raw materials (iron, oil, wood), and production materials for crafting weapons and vehicles.
Economy: Build farms, mines, and factories early to ensure a steady flow of resources. Balancing resource production is crucial to avoid shortages.
Trade: Use trade to fill gaps in your economy. Establish trade routes with friendly factions to gain rare resources.

Expanding Territory

Scout: Send scouts to nearby regions to uncover potential threats and opportunities.
Military Outposts: Build outposts along your borders to secure your territory and protect against invasions.
Diplomacy: Form alliances early to avoid conflicts with strong factions while you build up your strength.

Research & Development

Technology Tree: Invest in research to unlock advanced weapons, vehicles, and infrastructure.
Prioritize: Focus on techs that boost your economy and military, such as advanced farming techniques or modernized infantry equipment.

3. Mid-Game Strategies
Building Your Army

Unit Variety: Create a balanced force of infantry, armored vehicles, and artillery. Each plays a critical role in battle.
Specialized Units: Train specialized units like snipers or engineers to handle specific challenges.
Supply Lines: Maintain supply chains to ensure your armies are well-equipped and ready for prolonged engagements.

Tactical Combat

Positioning: Use terrain to your advantage. Hills provide better sightlines for snipers, while forests offer cover for ambushes.
Combined Arms: Use infantry, armor, and air support together for maximum effectiveness.
First-Person Mode: Take control of units directly in first-person mode for critical battles or to turn the tide of combat.

Diplomacy

Alliances: Maintain strong relations with powerful neighbors to avoid multi-front wars.
Subterfuge: Use spies to gather intelligence or destabilize enemy factions through sabotage and propaganda.

4. Late Game Strategies
Waging War

Siege Warfare: Target enemy strongholds and cut off their supplies to weaken them before direct assaults.
Air Power: Use airstrikes and drones to support ground troops and eliminate key targets.
Naval Dominance: If applicable, secure the seas to control trade routes and limit enemy movements.

Managing a Large Empire

Infrastructure: Upgrade roads, railways, and ports to improve resource transportation and troop movements.
Rebellions: Keep an eye on discontent in newly conquered territories. Build schools, hospitals, and police stations to stabilize the population.
Taxation: Adjust taxes to balance revenue with public happiness.

5. Tips for Success

Save Often: The unpredictable nature of the game can lead to sudden losses. Saving frequently allows you to recover from mistakes.
Adapt Your Strategy: No two campaigns are the same. Adjust your tactics based on the situation and your faction's strengths.
Micromanage Key Battles: Use first-person mode for critical engagements, as your direct control can make a huge difference.

6. Common Mistakes to Avoid

Overexpansion: Expanding too quickly without securing your economy and supply lines can lead to disaster.
Ignoring Diplomacy: A powerful alliance can save you from overwhelming enemies.
Neglecting Infrastructure: Poor roads and supply chains can cripple your military campaigns.
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