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Cradles of Conquest: Vanguard Frontier — political map view

GAME PAGE & FIELD NOTES Cradles of Conquest: Vanguard Frontier

BETA v2.9.100 AI-DRIVEN FACTIONS

Cradles of Conquest: Vanguard Frontier is a turn-based grand strategy war game fought across a procedurally generated hexagonal map. Choose a major power and guide it from the opening Mobilization phase through weekly turns of army building, march orders, and diplomacy against rival nations and AI-controlled factions. The game is built around commanding whole armies and setting objectives, not micromanaging individual units — entrench and repair in the field, lay bridges over rivers, and issue standing objectives that your generals will pursue automatically, stepping in only when a battle calls for it. Diplomacy runs alongside the fighting — alliances, neutrality, and forced-passage declarations all shape who ends up on which side of the front line — and the campaign runs until a single undefeated major power stands over the frontier.

Inspired by the great games of the past, such as World in Flames, Third Reich, and A World at War, this is a game of massive scale — armies and objectives across thousands of possible maps.

🖼 SCREENSHOTS

A full campaign map mid-war: every nation's territory, its armies and their objective lines
A campaign mid-war — every nation on the map, with armies and objective lines in place
Close-up of the front: divisions with badge medals holding the #Alpha, #Delta and #Bravo objective lines, front chevrons pointing at the enemy
The front up close — badged divisions holding objective lines, chevrons marking which way the front faces
Map size and training scenario selection screen
Choosing a map size & training scenario before mobilization begins

⚇ AI-DRIVEN FACTIONS

Every faction you aren't playing — rival major powers and neutrals alike — is actually run by a real AI model. Instead of scripted rules, an LLM interprets each faction's situation and decides its strategy: what to build, where to attack, when to sue for peace, and how to answer a diplomatic proposal. Even your own directives work the same way — give a free-form, high-level order and the AI asks clarifying questions before locking in a plan and executing it day by day.

It's bring-your-own-model: connect Claude, Gemini, DeepSeek, Groq, Grok, or OpenRouter with your own API key, point it at a local Ollama model for a fully offline game, or just launch and play with the built-in default provider — no setup required. Configure it any time from the Settings panel in-game.

▶ HOW-TO VIDEOS

Early Footage — Mini Game against a single Neutral
Getting Started — The first week: armies and objectives
Using AI Models in the game
Combat Phase Explained

✎ NOTES

Supported AI providers (as of September 2026, BETA v2.9.100) — every faction, and the player's own directives, can be assigned any of the following from the in-game Settings panel:
ProviderDefault modelNotes
Claudeclaude-sonnet-4-6Anthropic, API key required
Geminigemini-3.1-flash-liteGoogle, free tier available
DeepSeekdeepseek-chatCheap, API key required
Groqopenai/gpt-oss-120bFast inference, API key required
Grokgrok-4-fast-reasoningxAI, API key required
OpenRoutergoogle/gemma-4-31b-it:freeFree-tier default; the model list is fetched live from OpenRouter, and any model works via custom entry
Ollamayour local modelFully offline, no API key or internet needed
Junior Staff—Zero-config rule-based fallback — always available, but not a real AI
Model IDs for Grok and OpenRouter can be swapped for any custom model string in Settings, since those catalogs move fast. New here? Gemini's free tier or DeepSeek's low cost are the easiest real-AI options that don't require installing anything.