A New Endgame Proposal: Regional Conquest
A Regional Conquest system could give Conan Exiles a more dynamic and meaningful endgame by allowing the major factions of the Exiled Lands to compete for territory, resources, and military dominance. This would require a Faction System in the game as well. The original Purge created tension because hostile forces could unexpectedly threaten a player’s settlement. Although the current summon-on-demand ‘Purge’ gives players greater control, it lacks the sense that the world itself is dangerous and continually changing. A conquest system inspired by 4X games could restore that unpredictability while expanding it into a larger territorial struggle.
Each major faction (such as the Stygians of Sepermaru, the Cimmerians at the Mounds of the Dead, the Nordheimers of New Asagarth, the inhabitants of the Den, the Darfari at the Summoning Place, and the Lemurians in the eastern jungle) could control a defined region. These territories would generate faction resources, patrols, warbands, and fortified outposts. Over time, factions could launch raids or military campaigns against neighboring territories. Successful attacks would shift regional borders, replace enemy camps with occupying forces, and alter which faction patrols local roads and resource areas.
Player bases located within disputed territory could also become involved. A faction might demand tribute, offer an alliance, recruit the player/clan for an attack, or attempt to destroy a settlement that supports its enemies. Players could remain neutral, swear allegiance to a faction, serve as mercenaries, or establish themselves as an independent power seeking territorial domination. Capturing strategic locations could provide bonuses such as improved resource production, faction merchants, unique thralls, or access to special equipment.
To avoid frustrating casual players, regional wars could be adjusted through server settings and scaled according to clan size, base strength, and player activity. Combined with rebuilding camps, shifting patrol routes, and visible border markers, this system would make the Exiled Lands feel like a contested world rather than a static collection of enemy camps. Regional conquest could provide an ongoing endgame built around survival, diplomacy, warfare, and the struggle to become the dominant power in the Exiled Lands.