NATIONS ROYALE

BUILDING TODAY'S WAR

DAY1 ALIVE137
AWAITING COMMAND
MEDIUM AI
WAR CLOCK PAUSED SET A STANDING ORDER, THEN PRESS PLAY
TAP A LIT NATION TO PLAN AN ORDER

137 NATIONS

CHOOSE YOUR FLAG

COMMAND EVOLVED

CHOOSE A DOCTRINE

Permanent for this war. Build around the way you play.

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 DIFFICULTY (EASY ×0.5 · MEDIUM ×1 · HARD ×1.5 · EXTREME ×2). RESETS MONDAY 00:00 UTC.

      GAME MENU

      SET THE PRESSURE

      Smart rivals with room to recover

      Difficulty changes rival decisions, never your odds or their troops. A running war keeps the difficulty it started with.

      THE WHOLE GAME

      READ. COMMIT. SURVIVE.

      01
      PLACE YOUR RECRUITS

      Each dawn new recruits arrive. Send them to the FIELD ARMY (it fights abroad) or the GARRISON (it holds your homeland). This split is your real commitment — invasions march the whole field army.

      02
      KNOW YOUR NATION

      Every nation carries one strength (▲) and one weakness (▼) — mountain bastions, blue-water navies, manpower, vast interiors, raiders, industry vs. landlocked borders, open plains, sparse recruits, brittle homelands, coveted riches. They are rules, not bonuses, and every card shows them.

      03
      READ THE THREAT

      Enemy orders lock first. Red threats are coming for you this day, and field troops caught at home fight at half strength.

      04
      SET STANDING ORDERS

      Choose a border and a stance. Raid weakens and disrupts. Invade pushes the front. Entrench hardens every border. Your target, stance, and recruit split carry into each new day until you change them.

      05
      CONTROL THE WAR CLOCK

      Press PLAY to let the world advance. Pause at any time, step exactly one day, or run at 2× and 4×. The clock stops for conquests, broken objectives, critical danger, envoys, doctrines, and battlefield decisions.

      06
      MIND THE ARMY'S LEGS

      Invading day after day tires your army (up to −24% strength). A day of raiding or entrenching recovers it. Rivals can see a thin garrison, and the sharp ones come for it.

      07
      BUILD MOMENTUM

      Victory plunders troops from the defeated, and more land brings more recruits. Your war council grants a doctrine by day 3. Conquests 1, 3, and 6 unlock more. Doctrines change the rules, not the percentages.

      08
      KNOW YOUR RIVALS

      Every war deals each nation a personality: warlords hunt crowns, bastions dig in, opportunists circle the wounded. Nations remember who struck them, and they come back for revenge.

      09
      WATCH YOUR STABILITY

      A nation collapses when its STABILITY hits zero from lost homeland. Every card shows how close a nation is to breaking. Capitals hold out to the last. When only two nations remain it is TOTAL WAR: raids cannot break attacks, and a single breakthrough decides the world.

      10
      SEND THE ENVOY

      Once a day, offer a nation a 3-day pact or propose a joint strike on a shared enemy. Answers arrive at dawn. Breaking a pact brands you OATHBREAKER: the world stops dealing with you and starts hunting you.

      THE FRONT WAVERS

      YOUR ATTACK STALLS AT THEIR WALLS

      The battle hangs by a thread.