Take the world one province at a time. Every fight plays out live.
TODAY’S MAP
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Everyone gets the same world today.
OR TAKE ANY NATION
How it works
Every nation is one province holding a live count of troops. It refills on its own, up to a cap.
Most of the map is unaligned. The grey provinces belong to nobody, hold a lighter garrison, and never attack you. That is where you grow.
Tap your land, then tap where to send. Troops march there, and it takes real time. Send to your own province to move a garrison up to the front.
Distance is never a wall. A province far from the target marches through your own land to get there — automatically, it just takes longer.
Add more sources with SELECT ALL, a long press, or shift-click, and they all send at once — rear provinces included.
Fights run continuously. Both counts fall until one hits zero. Zero is when the land changes hands, and the winner starts from almost nothing.
Bring more than they have. Defenders have the edge, so a bare majority is not enough.
Capitals are fortified and hold far more than ordinary ground. Retake yours and the fortress is yours again.
Fighting fills your war chest. Captures, kills and time survived all raise your WAR SCORE — the ⚙ chip up top. Spend it on the ground: select a province, tap DEVELOP, and build its track tier by tier. Development opens at 1:15 — the opening war comes first.
Every province has its own upgrade path, themed to what that country really is — fortress ground raises walls, industrial ground raises factories, naval ground raises fleets. Tier 4 is a fork between two doctrines; tier 5 is that doctrine's capstone, with abilities like free troops marching to your front on a clock.
What you build stays on the map. Structures, borders and auras are all visible — and if a developed province falls, the conqueror inherits it at one tier lower. Far behind, every build is a third off.
Hold 60% of the world and the rest capitulates. Your clear time is your score.