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

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.