NATIONS ROYALE

BUILDING TODAY'S WAR

DAY1 ALIVE137
AWAITING COMMAND
COUNTRY CHALLENGE
WAR CLOCK PAUSED CHOOSE A CAMPAIGN DIRECTIVE, THEN PRESS PLAY
TAP ANY REACHABLE NATION FOR A ONE-DAY ORDER

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

      Every flag obeys the same battle system. Its visible tier package sets starting Army, productive supply, War Chest, 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

      Six permanent upgrades unlock across the war. Every choice makes you stronger immediately and permanently. Reach the Great Power upgrade on day 21 to earn one Last Stand before the day-26 Final Offensive.

      04
      CHOOSE A CAMPAIGN

      BREAKTHROUGH takes land, CONTAIN disrupts the rival you select, and CONSOLIDATE integrates conquests and restores the nation. Command executes the daily tactics.

      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. Long offensives drain it. Consolidation and defensive operations restore it.

      07
      INTERVENE WHEN IT COUNTS

      Select a reachable nation on the map and open Advanced Command for a one-day raid, invasion, or entrenchment. Your campaign resumes tomorrow.

      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. Each chapter sends more nations into action and makes breakthroughs stronger. Your capstone unlocks the Final Offensive on day 26, when every won invasion is a knockout. 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.