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 · 2 POWER · +20% / LOWER TIER UNDERDOG EXTREME · 900 ARMY · 1 SUPPLY · 2 CHEST · 2 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
      COMMIT, THEN EXECUTE

      Choose a 2 or 3-day campaign, then press PLAY. Command handles routine orders until the campaign report stops the clock and asks what comes next.

      03
      BUILD A NATIONAL IDENTITY

      Each development stage offers Force, Capacity, or Control. Build one and the other two lock for that stage. Meeting Breakthrough or Contain goals, productive Consolidation, conquests, and control milestones earn the Power to advance.

      04
      AIM THE FRONT

      Tap the part of a rival you want to attack, then choose BREAKTHROUGH. Your objective persists for the campaign, so a capital approach, supply corridor, border push, or beachhead changes where captured land falls. CONTAIN targets the rival's army and agenda instead, so it does not capture land.

      05
      CONTROL HAS A COST

      Captured supply begins OCCUPIED. It grows your map now, but produces no recruits until integrated. Breakthrough and Contain leave that burden in place. Consolidate turns it productive.

      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
      ANSWER THE CAMPAIGN REPORT

      Campaigns never renew themselves. At every boundary, exploit the open front, delay a rival agenda, or consolidate the country. Continuing the same plan is still an explicit choice.

      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
      USE THE COUNCIL

      WATCH shows what command is doing, what will hurt, and why you might change. Campaign holds directives, operations, Power choices, and important envoy offers. INTEL keeps the full detail available.

      THE FRONT WAVERS

      YOUR ATTACK STALLS AT THEIR WALLS

      The battle hangs by a thread.