Nations

Nations

RoWorld nations and tribes: how the 88-nation map works, coastal versus landlocked starts, and how to pick a country you can actually defend.

4
Archetypes
88
Nations

Introduction

RoWorld starts every player as one nation on a shared map, alongside 88 player nations and hundreds of tribes according to the official description. The nation you begin with is less important than the shape of the land around it: a corner with a short border is easier to defend than a large country surrounded by rivals, and a coastline can be either a road or a liability depending on whether you intend to use the sea. Community guides discuss specific countries as strategic archetypes rather than as stat blocks, because the game does not publish official national bonuses. This page follows that approach: it explains coastal, landlocked, island and central starts, then offers a shortlist of well-known nations as examples of each pattern without claiming that one country is objectively stronger.

Nation Quick Reference

NationStart TypeStrengthWatch Out For
BrazilCoastal with wide land borderExpansion room and a long interiorMany neighbors along the land border
United StatesTwo-ocean coastalSea approaches and a large economyLong coastlines to watch
IndonesiaIsland chainNaval chokepoints and sea controlFragmented land and many landing zones
GermanyCentral land bordersFast access to several neighborsSeveral fronts at once
EgyptNarrow chokepointOne strategic corridor to holdLimited expansion directions
AustraliaIsolated continentA safe rear and a late-game baseSlow early contact and sea dependency

Nation Profiles

S

Brazil

core

A balanced coastal start with room to grow

ShapeA large land border backed by a long coastline gives Brazil room to expand in several directions and a choice between land and sea routes.
Best ForPlayers who want a flexible opening that can shift from economy to expansion without committing to a single front.
WatchThe wide land border means several neighbors can test you at once. Keep a reserve and avoid opening a second war early.
A

United States

economy

A long economic game behind two ocean approaches

ShapeA large coastal nation with ocean approaches on multiple sides and a broad interior that can support a long economic build.
Best ForPlayers who prefer to build income and negotiate while using the sea as a buffer instead of a highway.
WatchCoastlines still need coverage. A naval landing can turn a quiet rear into a second front if you ignore the water entirely.
A

Indonesia

naval

An island chain that rewards sea control

ShapeFragmented land across an island chain, with narrow water routes and many potential landing zones between the islands.
Best ForNaval players who want to use ports, transport ships and warships to control the routes rather than the landmass.
WatchA fragmented nation is hard to defend without a navy. Losing sea control can isolate parts of your own territory.
B

Germany

combat

A central start with fast access and many fronts

ShapeA central land position with several neighboring nations and short routes to multiple borders. Expansion is fast but so is contact.
Best ForAggressive players who are comfortable fighting early and can use diplomacy to keep one border quiet.
WatchThe same central position that offers options also offers threats. A two-front war is the default risk, not an unlikely accident.
B

Egypt

defense

A narrow corridor that rewards patience

ShapeA narrow chokepoint position that limits how many directions an enemy can approach from.
Best ForDefensive players who want to hold a single strategic corridor and build behind it.
WatchLimited expansion directions can leave you boxed in if a stronger neighbor controls the other end of the corridor.
C

Australia

late

An isolated base for a patient late-game push

ShapeAn isolated continent with a safe rear and limited early contact, separated from the main map by water.
Best ForPlayers who want to build a stable economy without early interference and then re-enter the map with a prepared army.
WatchIsolation cuts both ways. If you wait too long, the main conflict may be decided before you can influence it.

Core Mechanics

Nation choice in RoWorld is really a choice about borders. A coastal nation can expand along the shore, build ports and use the sea for trade or invasion, but it also has to watch a longer edge. A landlocked nation has fewer directions to attack from, which makes defense simpler, but it lacks easy sea expansion and can be squeezed between stronger neighbors. An island nation is the extreme version of a coastal start: very safe if you control the water, very vulnerable if you do not. Central nations get the most expansion options and the most fronts. The game does not publish official per-country bonuses, so the useful comparison is geometric rather than statistical: count the borders, find the safe rear, and decide whether the sea is a route or a wall before you commit.

Advantages

Thinking in nation archetypes makes your opening much more consistent. If you recognize that you have a corner start with a safe rear, you can invest in economy earlier and accept a slower first expansion. If you recognize a central start with many borders, you can prioritise troops and diplomacy before infrastructure. Coastal and island starts tell you whether a port is a core investment or a distraction. This framework also helps you evaluate community tier lists, because you can see whether a nation is rated highly for its shape, its economy or simply its size. A large country on the map is not automatically a strong start if it has too many borders to hold.

Challenges

The main weakness of nation advice is that the game does not expose official national statistics, so any ranking is an interpretation of geography and community experience rather than a measured win rate. Spawn positions are not fully controllable, and the same country can be excellent in one lobby and disastrous in another depending on which neighbors appear. Nations also change meaning as the match progresses: an isolated start that is safe early can become irrelevant late if it cannot reach the main conflict. Finally, community guides sometimes discuss nations as if they had fixed bonuses, which this page deliberately avoids. Treat the shortlist as a way to recognize patterns, not as a promise that picking a particular country will make you win.

Frequently Asked Questions

Which nation should a beginner pick?+
Pick a nation with a short, defensible border and at least one direction that is unlikely to be attacked. Brazil and the United States are common examples because they offer expansion room and recognizable geography, but the shape of your spawn matters more than the name on the map. If you start in a crowded centre, prioritise troops and diplomacy over a long economic build.
Do nations have different bonuses in RoWorld?+
The official game description does not publish per-nation bonuses, and community guides generally discuss nations in terms of geography and starting position rather than hidden stats. That means a smaller country with a safe corner can outperform a large country with many borders. Treat any claim about a specific national bonus as unverified unless it can be reproduced in a match.
How do tribes affect my nation?+
The official description says hundreds of tribes share the map alongside the 88 player nations. Community play suggests they occupy space and create borders that can shape your expansion, but they are not player-controlled in the same way. Treat tribes as part of the map's geography: they can buffer you from a player or block a route you wanted to use.

Quick Tips

💡

Count your borders before you count your territory. A nation with two short borders can afford to build; a nation with five long borders needs troops and diplomacy first. This single habit will improve your opening more than any tier list, because it forces you to match your spending to the actual defensive problem.

💡

Identify your safe rear in the first minute and protect it with economy, not troops. The direction you will not be attacked from is where your cities and factories belong. If every direction is contested, you do not have a safe rear yet, and your first job is to create one through expansion or diplomacy.

💡

Do not assume a big country is a strong start. Large nations often have long borders and many neighbors, which means more fronts and more chances to be attacked while your army is elsewhere. A compact nation with a defensible edge is frequently the better opening for a player who wants to reach the late game.

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