Does conquest not still revolve around resources and building? I guess that's disappointing, since the "Age of Empires" concept sounded fun and was solid gold from a marketing perspective.
I think the reinforcement system would make the most sense if only connected zones count toward tickets and you can only spawn at an edge that is controlled and connected. As well as being realistic in terms of a supply chain, being able to spawn at the edges even adjacent to enemy territory balances out the long path, offering quicker reinforcements, vs the short path, which offers more strategic choice.
How will teams be protected from feeders? Will everyone have access to the whole supply of team tickets or will supply be distributed fairly or managed to favour certain types of play?
Have you thought about making a random map generator for conquest? In the video it looks like you want to take a boardgame approach where the maps are built on the same template, but I feel like maps get boring faster in point capture games and it's important to have variety in the way the zones are set up.
Jacko mentions that conquest maps need to be more open than other types of map. Why is that?
Great to hear you're focused on realistic combat, I really didn't expect you'd try to make big changes on that front, but it sounds conceptually promising and I can see you've done a lot of work there. I hope it works out in-game.
I'm a little concerned that cavalry combat is being implemented after infantry combat rather than growing organically alongside, since after you feel you've perfected infantry, you might be reluctant to make necessary changes.