NATIONS ROYALE

BUILDING TODAY'S WAR

DAY1 ALIVE137
AWAITING COMMAND
COUNTRY CHALLENGE
WAR CLOCK PAUSED CHOOSE A CAMPAIGN DIRECTIVE, THEN PRESS PLAY
TAP A RIVAL FOR BREAKTHROUGH OR CONTAIN · TAP YOUR LAND TO CONSOLIDATE

137 NATIONS

CHOOSE YOUR FLAG

LIVE WORLD

WAR INTELLIGENCE

WORLD POWERS
ARMY
WAR FEED
DAY 1

    THIS WEEK

    WEEKLY LEADERBOARD

    EVERY DAILY WAR SCORES POINTS. FINISH + WIN BONUS, SCALED BY YOUR COUNTRY'S STARTING CHALLENGE (EASY ×0.5 · MEDIUM ×1 · HARD ×1.5 · EXTREME ×2). RESETS MONDAY 00:00 UTC.

      GAME MENU

      YOUR COUNTRY IS THE CHALLENGE

      WORLD POWER EASY · 2,800 ARMY · 4 SUPPLY · 5 CHEST · 3 POWER · +30% RECRUITS · +12% ATTACK · +18% DEFENSE · +20% / LOWER TIER MAJOR POWER MEDIUM · 1,950 ARMY · 3 SUPPLY · 4 CHEST · 2 POWER · +15% RECRUITS · +6% ATTACK · +10% DEFENSE · +20% / LOWER TIER REGIONAL POWER HARD · 1,300 ARMY · 1 SUPPLY · 3 CHEST · 1 POWER · +20% / LOWER TIER UNDERDOG EXTREME · 900 ARMY · 1 SUPPLY · 2 CHEST · 1 POWER

      Every flag obeys the same battle system. Its visible tier package sets starting Army, productive supply, War Chest, National Power, recruitment, attack, and defense. Each tier above an opponent adds 20% combat strength, while weaker rivals also hesitate to open that front.

      Only four nations are World Powers. Country tier changes visible national strength, not hidden dice. Traits still determine how each country fights.

      THE WHOLE GAME

      DIRECT. BUILD. CONQUER.

      01
      CHOOSE YOUR CHALLENGE

      Your country sets the difficulty. World Powers start with larger armies, more productive supply, more War Chest, and stronger national force. Underdogs demand the sharpest build, but permanent development can overturn their starting disadvantage.

      02
      LET COMMAND EXECUTE

      Press PLAY and your commanders handle routine orders each dawn. Run at 1×, 2×, or 4×. Your campaign stays active until you change it.

      03
      UPGRADE YOUR COUNTRY

      Build 27 permanent upgrades across Force, Capacity, and Control. Campaigns earn 2 Power, conquests earn 4, and world-control milestones earn 2. Deep nodes cost more, so specialize early and keep building into the late war.

      04
      COMMAND FROM THE MAP

      Tap a rival and choose BREAKTHROUGH to take land or CONTAIN to disrupt it. Tap your own territory to CONSOLIDATE, integrate conquests, and restore the nation.

      05
      CONTROL HAS A COST

      Captured supply begins OCCUPIED. It grows your map now, but produces no recruits until integrated. CONTAIN does this slowly. CONSOLIDATE does it fastest.

      06
      PROTECT COHESION

      COHESION measures your capacity to keep fighting. Repeated territorial defeats can break it. Your first break leaves one dawn to Consolidate; lose another front at zero and the nation can collapse.

      07
      REDIRECT WHEN IT COUNTS

      Your campaign stays in force until you choose another one on the map. A change during battle queues against that exact country for the next dawn.

      08
      WIN THE WAR

      Build Army and productive supply, take control, and outlast every rival. The only final victory is becoming the last nation standing.

      09
      READ THE WAR CHAPTERS

      Regional War starts on day 6, Great Powers on day 13, and Total War on day 21. Ordinary nations fall after a short campaign, while a power's peak share of the world deepens its collapse line. Once twelve powers remain, three lost front days can force capitulation; Consolidate repairs one. No nation can gain more than its dawn footprint in one day, so an oversized conquest needs another front. A developed Last Stand can absorb one finishing blow per war.

      10
      READ THE RIGHT LAYER

      WATCH keeps Army, World Control, Cohesion, National Development, campaign, and rival large. The Builder holds War Chest operations. INTEL holds force splits, threats, traits, diplomacy, rankings, and the full war feed.

      THE FRONT WAVERS

      YOUR ATTACK STALLS AT THEIR WALLS

      The battle hangs by a thread.