Nations Royale

Take the world one province at a time. Every fight plays out live.

TODAY’S MAP

Everyone gets the same world today.

OR TAKE ANY NATION

Difficulty is the nation, not a setting: it decides how sharply the rest of the world plays, and what the run is worth. 0.5× points on EASY, up to 2× on EXTREME.

How it works
  • Every nation is one province holding a live count of troops that 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 routes through your own land automatically, it just takes longer.
  • Add more sources with SELECT ALL, a long press, or shift-click — or drag a box with shift held (long-press and sweep on touch) to grab a whole region at once. They all send together, rear provinces included.
  • Fights run continuously. Both counts fall until one hits zero, and zero is when the land changes hands. 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.
  • Your empire reads as one shape. Everything you hold glows inside a single acid border and the lines between your own provinces fade, so you see the bloc rather than the pieces. A gold shield means garrison ground: no rival borders it by land or sea, so nothing can march on it while your front line holds. That is the ground to spend your war score on.
  • Take a nation’s last province and it is gone. Those are your KILLS, counted up top and ranked on their own boards — most nations killed today, and most this week.
  • 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 and tap DEVELOP to build its track tier by tier, themed to what that country really is — fortress ground raises walls, industrial ground raises factories, naval ground raises fleets. Development opens at 1:15, because the opening war comes first. Tier 4 forks between two doctrines and tier 5 is that doctrine's capstone, with abilities like free troops marching to your front on a clock. Structures, borders and auras are all visible, a conqueror inherits a developed province one tier lower, and every build far behind the front is a third off.
  • Conquer the whole world — every last province. Your clear time is your score.