Home · Guides · Walkthroughs · Conquest Season: A Leader's Battle Plan
Conquest Season: A Leader's Battle Plan
Quick answers
- How long is a season in Iron Realms?
- Seven real days. Seasons turn on that cycle, the in-game sky mirrors real weather, and the Long Night is the harshest stretch of the wheel.
- Is Iron Realms free to play?
- Yes. Iron Realms is free to play in any browser with no download. Play offline with no account, or sign in to join the live realm. Nothing is for sale during the Alpha; when purchases open they will buy speed and cosmetics, never a higher ceiling.
- Does spending money make you stronger in Iron Realms?
- No. Nothing purchasable raises your power ceiling. A charter audit runs on every build and fails it if any offer would sell power. During the Alpha nothing is for sale at all — better than that, the store gives its goods away: everything in it is free to take, once a day per item, while the realm is being built. When payments do open, spending will compress time only: it clears timers, it never raises the summit.
- How long does it take to max a keep in Iron Realms?
- Keeps cap at level 45 and troops at tier 13 — the same summit for everyone, and it is a campaign: about seven months of steady play at half an hour a day, counting keep 45 and the nineteen plots that gate it. The Fair Play ledger inside the game reads that figure straight out of the shipped constants, so it is never a month behind the build.

The Conquest Season is the game's grandest stage — a shaped war with a fair start, a scored middle, and a decisive end. Here is how a Leader plans the whole arc.
The opening: know your match
Scout the enemy alliance early — their active roster, their seats, their timezone coverage. Where are they thin? That is where your season is won. (There is no matchmaker yet: seasons are not paired for a fair fight, so the reconnaissance matters more, not less.)
The middle: score and valor
The season keeps a ledger of who fought and how, and it scores three things over fourteen days: 50 a fort level, 100 a seat captured, 500 a war won. That ordering is the plan — a single war win outscores ten fort levels, so concentrate force rather than contesting everywhere, and rotate coverage so your seats are defended around the clock.
The close: the score at fourteen days
There is no settlement to negotiate: a season ends when its fourteen days end, and the higher score wins. So the close is arithmetic, not diplomacy — count what is still reachable, and spend the last days on the war win worth 500 rather than the fort levels worth 50. A Leader who reads the clock never overextends into a reversal they have no time to repair.
- Scout the enemy roster and coverage early — find the gap
- Concentrate on winnable fronts; hold seats around the clock
- Read the exhaustion clock: force the win or take the peace