Overview and Getting Started |
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You start the game with 125 turns and $250,000 money.
The first time you login for the round, you get an extra 175 turns and $500,000 money.
This extra bonus is only available for provinces created before the start of the round.
You are under Nuke Protection
for the first 48 hours of play and can't attack or be attacked during this time.
Money is needed to buy units and buildings.
Turns are needed to buy buildings, increase research, or attack.
You need buildings to survive. You will die when all your buildings are destroyed.
When you die, you spend 24 hours dead before starting over in Nuke Protection again.
Death results in a loss of all units, land, research, money (bank too) and turns, except for the starting defaults.
There are several ways to get more money, but the number of turns is fixed:
§ By default you receive 1 turn every 20 minutes and $2,000 every hour.
You can research Money Production to increase your income up to a maximum $26,000/hour.
§ Join/create a clan and fight other clans (that your clan is at war with) in order to receive clan bonuses.
(300 turns and $25,000,000 for every 10,000 points; the clan bonus money is divided evenly among all clan members).
§ Tell your friends about this game (you receive a 10 turn bonus for each friend that signs up and plays for a while).
Please note that to receive the bonus your friend must sign up with the same email to which the invitation was sent.
Note: You will not receive any additional turns every 20 minutes if you already have more than 300 turns.
However, you can receive the clan bonus during this time. (300 turns take 4 days and 4 hours to accumulate)
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Starting Bonus |
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You can select a starting bonus from the following list, which you must claim while in
Nuke Protection.
| Offensive |
Max morale capacity changes to 110%, plus an additional 45 turns. |
| Defensive |
All buildings get a 15% life boost, plus 2 extra sciences per turn, plus 5,000 m² land. |
| Finance |
Hourly income increased by 10%, bank capacity is raised by 50% and $250,000 money. |
| Shipping |
Market and missile orders ship 25% faster, plus ability to choose exact arrival time
(up to 12 hours delayed), plus 3,000 m² land and $150,000 money. |
The starting bonus you receive after you die is based on your networth 72 hours before you were killed.
The bonus will increase gradually between $100,000 and $1,500,000 reaching a maximum of 300% at $1,500,000.
The increase will improve more dramatically at lower networth and decrease slowly as you approach $1,500,000.
The increases will not be in effect if you reset your account.
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Buildings |
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Each building uses a specific amount of power, and power can only be provided by power plants.
If you have low power, your defensive buildings, missile silos, research labs, command centres and
headquarters buildings won't work, meaning you will be more susceptible to attacks, will not
be able to launch missiles or be able to perform scientific research.
The defense values of your buildings drop by 25% when you are low on power and you will be unable to use spy planes, spies,
thieves, snipers and satellites. If you are short on land, either explore for more or attack someone to try and steal some. The amount of unused land improves the defense of your buildings by up to a 40% boost for 25% unused land.
Name |
Attk |
Life |
Power Usage |
Price |
Description |
| Research Lab |
0 |
200 |
2,000 |
$2,000 |
Adds 1 extra science/turn to research for every 50 research labs |
| Missile Silo |
0 |
500 |
10,000 |
$22,000 |
Houses 1 missile |
| Headquarters |
0 |
5,000 |
HQ1:
HQ2:
HQ3:
HQ4:
HQ5: |
25,000
50,000
100,000
150,000
250,000 |
$250,000
& 25 turns |
Improves various abilities for your province†
You may only build up to 5 Headquarter buildings
You may only build one every 72 hour period |
| Command Centre |
0 |
120 |
1,800 |
$2,200 |
Supports 5 special units (Spy Plane, Spy, Thief and Sniper) |
| Shipyard |
0 |
90 |
700 |
$1,100 |
Houses 5 sea units |
| Airfield |
0 |
85 |
600 |
$900 |
Houses 5 air units |
| War Factory |
0 |
80 |
900 |
$1,200 |
Houses 10 vehicles |
| Barracks |
0 |
60 |
650 |
$700 |
Houses 20 infantries |
| Power Plant |
0 |
85 |
- |
$450 |
Produces 4,500 power units |
| Advanced Power Plant |
0 |
40 |
- |
$1,400 |
Produces 15,000 power units |
| Torpedo Launcher |
350 |
280 |
700 |
$1,850 |
Gives you a sea defense |
| SAM Site |
265 |
240 |
600 |
$1,400 |
Gives you an air defense |
| Missile Turret |
300 |
265 |
400 |
$1,500 |
Gives you a vehicle defence |
| Machinegun Turret |
190 |
290 |
275 |
$1,200 |
Gives you an infantry defence |
| Anti-Missile System |
0 |
400 |
1,700 |
$5,000 |
Gives you a missile defense†† |
† Headquarter buildings cannot be main targeted in an attack, but can be destroyed.
†† Anti-Missile System defense varies based on the amount of used land.
Anti-Missile Systems provide a maximum of 50% protection without Headquarter Operations.
Having 750 Anti-Missile Systems will give 50% protection, no matter how much used land you have.
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Headquarters |
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You may build up to 5 Headquarters buildings. You may only build one every 72 hours.
Each Headquarters building costs $250,000 and 25 turns.
Power usage and bonuses gained from Headquarters are cumulative.
Example: 3 HQs = 25,000 + 50,000 + 75,000 for a total of 150,000 power used.
When you have three headquarters, you will have ALL of the bonuses from 1, 2, and 3.
Headquarters #1
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* 75% chance of tracking origin of missiles
* 10% attack boost to attacking units
* 1 additional science per turn when researching |
Headquarters #2
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* 25% increase to land exploration
* Implements the Coastal Defense System
(5% increased protection against air and sea attack)
* 1 additional science per turn when researching
* Gives an additional $1,000/hour |
Headquarters #3
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* 50% increase to land exploration
* Unlocks sabotage missions for the Spy unit with a 50% success rate
* 1 additional science per turn when researching
* Gives an additional $1,000/hour
* Ability to Main Target individual defense buildings |
| Headquarters #4 |
* Unlocks the Headquarter Operations
* Unlocks the General unit with 1 life/hour regeneration rate
* Missile accuracy improved with 10%
* Increases the Coastal Defense System to 15% protection
* 1 additional science per turn when researching
* Improves sabotage missions chance of success to 65%
* Gives an additional $1,000/hour
* Improved accuracy for Main Targeting by 2x |
| Headquarters #5 |
* Enables you to own and utilize two satellites simultaneously
* 1 additional science per turn when researching
* Improves sabotage missions chance of success to 80%
* 10% defense boost for defending units when attacked
* Increases the General unit to 4 life/hour regeneration rate
* Gives an additional $1,000/hour
* 75% land exploration bonus |
Headquarter Operations
Four Headquarter buildings are required to run Headquarter Operations.
Headquarter Operations cost 2 turns and two hourly fees to activate, and cost a fixed fee per hour taken from your income.
Up to half of your income may be used for HQ Operations. If your fourth Headquarters is destroyed, the operation will cease functioning.
HQ Operations auto deactivate if your account remains inactive for more then 5 days (when you stop receiving your hourly income).
- $1,000/hour: 100% chance of tracking origin of missiles and special units
- $2,000/hour: Increased defense against incoming sabotage missions by 50%
- $3,000/hour: Increased defense against incoming EMP attacks by 50%
- $4,000/hour: 2 additional life per hour for the General unit
- $5,500/hour: 25% attack boost for defense buildings
- $6,000/hour: Increased defense against incoming missile attacks by 25%
- $10,000/hour: 5% additional satellite power per hour
Activated HQ Operations will run until manually deactivated, however an operation must be
activated for a minimum of 4 hours.
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The General Unit |
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Four Headquarter buildings are required to get access to the General unit.
The unit arrives 72 hours after the fourth HQ building is constructed and starts with 100 life.
It gains 1-6 life per hour depending on number of headquarters and HQ Operations active.
The General can be sent in battle and can be killed in action, and a new one then arrives 72 hours later.
When the General unit arrives you get to choose a name for it and of the enhancements listed below.
Whenever you include the General unit with an attack you get the chosen enhancement.
The General unit is idle when defending and does not provide enhancements for defending units or buildings.
Enhancements:
* 10% additional attack
* 10% additional defense
* Avoids walls and the Coastal Defense System provided by the Headquarters 2 and 4
General Abilities:
* 10% attack boost (cost: 50 life)
* 10% defense boost (cost: 50 life)
* Double money/land gained in combat (cost: 50 life)
* 50% improved main targeting (cost: 75 life)
* Spy Report units after-attack information (cost: 100 life)
* Spy Report buildings after-attack information (cost: 100 life)
* Double damage in combat (cost: 500 life)
* Last Stand: Requires at least 200 life, and doubles the attack of your defending units and buildings
Last Stand can not be activated during the last 3 days of the round.
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Walls |
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Walls reduce the strength of the attacking force by a certain percentage, based on the type of wall.
Name |
Price |
Requires |
Description |
| Barbed Wire |
$0 |
None |
Provides 0% vehicle and infantry defense |
| Sandbag Wall |
$50,000† |
Barbed Wire |
Provides 5% vehicle and infantry defense |
| Concrete Wall |
$250,000† |
Sandbag Wall |
Provides 10% vehicle and infantry defense |
| Laser Fence |
$500,000† |
Concrete Wall |
Provides 15% vehicle and infantry defense |
† Lowest price (the price increases the more land you own)
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Sea Units |
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To build sea units, you need shipyards, which house 5 sea units.
Sea units can only be combined with air units in an “Air and Sea Attack”.
Name |
Attk |
Life |
Price |
Description |
| Submarine |
180 |
170 |
$2,300 |
Can attack: Sea Units and carry 2 Tomahawk Missiles |
| Stealth Boat |
50 |
70 |
$700 |
Can attack: Sea Units, Infantries |
| Destroyer |
70 |
60 |
$1,500 |
Can attack: Vehicles, Infantries, Buildings |
| Cruiser |
85 |
105 |
$2,000 |
Can attack: Sea Units, Air Units, Buildings |
| T-2000 Hovercraft |
70 |
35 |
$800 |
Can attack: Air Units, Buildings |
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Air Units |
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To build air units, you need airfields, which house 5 air units.
Air units can be combined with all other units when attacking.
Name |
Attk |
Life |
Price |
Description |
| F-22 Raptor |
65 |
55 |
$1,075 |
Can attack: Sea Units, Air Units |
| F/A-18 Super Hornet |
55 |
25 |
$750 |
Can attack: Air Units, Buildings |
| F-35 JSF |
55 |
45 |
$925 |
Can attack: Air Units, Vehicles |
| B-2 Stealth Bomber |
130 |
55 |
$1,500 |
Can attack: Buildings |
| RAH-66 Comanche |
35 |
40 |
$800 |
Can attack: Vehicles, Infantries, Buildings |
| SH-60 Sea Hawk |
70 |
40 |
$700 |
Can attack: Sea Units |
| Aurora Spy Plane |
0 |
200 |
$15,000 |
Spies on enemy buildings. Can attack: None |
| CH-46 Sea Knight |
25 |
135 |
$1,000 |
Enables you to transport 15 infantry per unit in a Sea
and Air attack, while boosting transported infantries
attack by 50% and lowering their life by 15%.
Can attack: Buildings |
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Vehicles |
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To build vehicles you need war factories, which house 10 vehicles.
Vehicles can be combined with air units and infantries when attacking.
Name |
Attk |
Life |
Price |
Description |
| Humvee |
60 |
20 |
$500 |
Can attack: Infantries |
| Hover Tank |
35 |
20 |
$600 |
Can attack: Sea Units, Infantries, Buildings |
| Heavy Artillery |
95 |
40 |
$1,000 |
Can attack: Buildings |
| SAM Tank |
60 |
30 |
$700 |
Can attack: Air Units |
| M1 Abrams Tank |
65 |
60 |
$1,250 |
Can attack: Vehicles, Buildings |
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Infantries |
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To train infantries you need barracks, which house 20 infantries.
Infantries can be combined with air units and vehicles when attacking.
Name |
Attk |
Life |
Price |
Description |
| Thief |
0 |
5 |
$5,000 |
Steals money from the enemy base and protects your base
from possible enemy thieves |
| Spy |
0 |
5 |
$3,000 |
Spies on enemy units, protects your base from possible
enemy spies and carries out Sabotage Missions |
| Sniper |
125 |
65 |
$5,000 |
Can attack: Spies, Thieves, Snipers
Note: Snipers have 1/5th defense against other snipers |
| Navy Seal |
45 |
25 |
$900 |
Can attack: Sea Units, Buildings |
| Heavy Infantry |
20 |
15 |
$400 |
Can attack: Air Units, Infantries, Buildings |
| Machine Gunner |
25 |
15 |
$350 |
Can attack: Infantries |
| Grenade Soldier |
35 |
10 |
$425 |
Can attack: Vehicles |
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Sabotage Missions |
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Spies have the option to sabotage missiles, power plants, and satellites.
The sabotage option is unlocked and has a 50% chance of success with 3 Headquarters,
65% with 4 HQs and 80% with 5 HQs.
Missiles: Sabotages 1 missile and may be in effect for up to 10 days or until the missile is launched.
If the missile is launched within 10 days, it will blow up in the enemy's base
causing 20% damage.
The enemy will still be charged full turns and morale for the attempted launch.
The maximum amount of missiles that may be sabotaged for any enemy is 5 at any one time.
Power Plants: If the the spy is successful,
it will disable 10% of the enemy's power plants for 48 hours.
The maximum amount of power plants that
may be sabotaged for any enemy is 50% at any one time.
Satellites:
If successful, the enemy's satellite power is reset to 0% for 10 hours before power begins the 10% hourly
increase.
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Special Units and the Market |
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Special units are the spy plane, spy, thief and sniper. In order to own these units you must have Command Centres.
You can have a maximum of 200 Command Centres, meaning you are limited to no more than 1,000 special units.
Special units cannot be used when you have low power. You may only buy or sell 100 special units per day in all market transactions.
Example: buying 50 and selling 50 would be the maximum special unit transactions for that day.
The market allows you to buy units without using turns to build them.
However, units on the market are more expensive to buy and because they are not built in your province, they take time to arrive.
Shipping time can be reduced to between 3 and 12 hours depending on research and paying extra for accelerated shipping.
Canceling an order returns 75% of the regular market price (money spent on accelerated shipping will not be returned).
Paying double the price allows your units to arrive in half the time. Accelerated shipping for missiles
costs 1.5x the price.
You can also research Market Shipping Time so you get units from the market faster.
The market also allows you to sell your units to recoup some of their cost if you no longer want them.
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Missiles |
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To build missiles you need missile silos, which house 1 missile. A missile is an expensive but very powerful attack option.
The chance of hitting the enemy base depends on two things: your missile accuracy and your enemy's missile defense.
Missiles cost 5 turns to build and 4 turns to launch. They use their own Missile Power (5% received per half hour) and do not use morale.
You must have
100% Missile Power to launch a missiles. Accelerated Shipping mode for missiles costs 1.5 times the standard price.
Tomahawk Missiles do not require a missile silo, but require Submarines to both house and launch them.
As such, you must send them with an air and sea attack with the appropriate amount of submarines.
Tomahawks are not affected by your missile accuracy, although 50% is needed before you may build them.
A submarine can hold 2 Tomahawk Missiles. 3 Tomahawks may be built for every turn and take 6 hours to build.
You can send 4 Tomahawk missiles for every $10,000 Networth you send in the attack.
Anti-Missile Systems, SAM Sites, SAM Tanks and Cruisers can defend against Tomahawk Missiles.
Sam Tanks and Cruisers provide equal protection against Tomahawks.
SAM Sites provide 3 times the protection of SAM Tanks and Cruisers, and Anti-Missile Systems provide 5 times the protection.
The default chance of tracking missiles is 25%, however this is raised to 75% when 1 or more Headquarters Building is owned.
Name |
Attack |
Price |
Description |
| Nuclear Missile |
500,000 |
$60,000 |
Can attack: All Buildings and Units |
| Chemical Missile |
250,000 |
$35,000 |
Can attack: Sea Units, Air Units, Vehicles |
| Biochemical Missile |
165,000 |
$30,000 |
Can attack: Infantries |
| EMP Missile† |
- |
$20,000 |
Initially disables 20% of the enemy's power supply, decreasing 5% per hour
over a 4 hour period. You get no clan points for using this missile. |
| Tomahawk 250C Missile |
5,000 |
$4,000 |
Can attack: Buildings |
| Tomahawk 500C Missile |
8,000 |
$8,000 |
Can attack: Buildings and Vehicles |
† EMP damage is removed from the target province by 5% each hour.
2 EMP missiles will disable 40% of the targets power if they hit and the effect on the province will then reduce by 5% each hour.
It would therefore take 8 hours before all EMP damage was removed.
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Satellites |
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There are 6 different satellites available. All satellites require at least 50% in Satellite Technology before they can be built.
Each satellite costs 20 turns and takes 48 hours to construct. After you have built the satellite, you must launch it into space.
It takes 1 hour for a satellite to reach earth's orbit, and it can stay up for 14 days before it crashes down and burns up.
You can increase the time your satellite stays in orbit by continuing to research satellite technology over 50%.
You get an extra day's orbit for each additional 10% research. A satellite stays in orbit for the period researched at the time of launch.
Research while in orbit will not affect that satellite.
All satellites cost 5 turns to use and satellite power increases by 10% each hour. Satellites do not operate while power is low.
Although a previously launched Stealth Satellite will continue to function if it was activated while you had power.
You can own any two satellites concurrently, even two of the same kind if you have all 5 Headquarters.
However, you may only have one satellite from each group (offensive and defensive) in orbit at any one time.
You can demolish satellites before they crash for 20% of their original cost, if you need to launch another satellite.
Name |
Type |
Price |
Description |
| EMP Satellite† |
Offensive |
$600,000 |
Disables X% of the enemy's power supply over X amount of hours.
Requires at least 25% satellite power, 100% satellite power = max effect damage
(the more power, the more damage). Max effect: 30% for 6 hours. |
| Laser Beam Satellite |
Offensive |
$1,000,000 |
Requires at least 25% satellite power, 100% satellite power = max attack damage.
Has 95% hit rate.
Max Attack: 9,000.
Can attack: Buildings. |
| Orbital Research Laboratory |
Defensive |
$350,000 |
Gives you 5 additional sciences per turn when researching.
The 5 additional sciences are
given in addition to the current number of
sciences per turn you may be receiving from your
research labs. |
| Spy Satellite |
Offensive |
$500,000 |
Spies on the enemy base. Requires 100% satellite power. Shows this information:
- Approximate number of enemy buildings and units.
- Unused enemy land and power status. |
| Stealth Satellite |
Defensive |
$450,000 |
When activated, your base will be hidden from enemy spies, thieves, snipers,
laser beam
satellites and EMP satellites. It hides your base for 7 hours.
Requires 100% satellite power. |
| Anti-Missile Satellite |
Defensive |
$700,000 |
Gives you instant 100% missile protection for 14 days.
Each time it shoots down
a missile 50%
satellite power is used.
If you don't have enough satellite power,
the satellite
will not be able to shoot down any missiles. |
† EMP damage is removed from the target province by 5% each hour.
One hit at full power with the EMP satellite will disable 30% of
the target's power and the effect will then reduce by 5% each hour.
Thus it would take 6 hours before all EMP damage was removed.
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Research |
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There are 10 different sciences available for you to research. Researching sciences requires turns.
You can research between 1 and 20 sciences per turn, depending on how many Research Labs and Headquarters you own.
You can get up to 25 sciences per turn by getting an Orbital Research Laboratory.
Name |
Sciences |
Description |
| Bank Management |
2,000 |
Increases the amount of money you can deposit into the bank up to a total of $5,000,000.
In addition, the basic interest rate increases by 0.1% for every 10% of research.
When 50% of this
research is completed, the option to withdraw money after 24 hours
with
no interest and a 25% fee is enabled; when it's 100% complete the 25% fee is
removed.
When 100% researched, the fee of 25% of the money is removed
when sending aid. |
| Engineer Effectiveness |
2,500 |
Increases the amount of buildings you can build per turn.
The maximum limit is 15
buildings per turn; default is 5 buildings per turn. |
| Market Shipping Time |
1,800 |
Reduces the time taken for items ordered from the market to arrive.
The maximum limit is
50% time reduction. |
| Market Discount |
1,200 |
Gives you a discount on all market merchandise.
The maximum limit is 30% discount. |
| Missile Accuracy |
800 |
Gives your missiles a better chance to hit the target.
The maximum limit is 80% accuracy; default is 10% accuracy. |
| Money Production |
3,000 |
Increases the amount of money you receive each hour.
The maximum limit is $26,000 per hour;
default is $2,000 per hour. |
| Power Plant Efficiency |
1,000 |
Increases the amount of power each power plant produces.
It also
increases their
defense and life. The maximum limit is 50% above normal. |
| Satellite Technology |
3,000 |
Gives you the knowledge to construct satellites. A minimum of 50% satellite technology
is needed in
order to construct any satellites. Research over 50% extends the maximum
orbit time of the satellite up to 5 days (making it a total of 19 days in orbit).
Once the Satellite Technology research is
100% complete the construction cost of each
satellite will be reduced by 20% and each
use of a satellite will cost 4 turns instead of 5. |
| Security System |
2,000 |
Improves your province's security. This makes enemy thieves steal less money from you.
It will not
protect you from enemy thieves in any other way. |
| Thief Education |
3,000 |
Teaches your thieves to steal more money and also to be stealthier.
The maximum limit is
300% above normal. |
| Total |
20,300 |
|
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Attacking and Spying |
| |
Each attack is unique in some way and all attacks cost a different amount of turns.
Launch Missile costs 4 turns.
Regular Attack, Ground Attack and Air Attack cost 3 turns.
Send Spy/Spy Plane costs 1 turn and Send Thief and
Send Sniper costs 2 turns and 5% morale.
The maximum amount of morale your army can have is 100%, and each
attack uses a different amount of morale.
An attack may "cost" as low as 20% of your morale and as high as 35%.
When you attack an enemy that is smaller than yourself, you will lose 5% more morale.
You will lose an additional
10% of morale if you use an aggressive attack type.
However, your morale increases by 5% every 15 minutes.
Missiles have their own Missile Power (5% received per half hour) and does not use morale.
Target ID is the ID of the province you wish to attack. Attack Method specifies how you want to attack your enemy.
Main Target specifies what your troops will focus on. You can main target individual defence buildings if you own HQ #3.
Attack Type specifies how the attack should be made; normal or aggressive.
Regular Attack - This attack method costs 3 turns and can consist of air units, vehicles and infantries.
Ground Attack - This attack method costs 3 turns and can only consist of ground units.
This method makes vehicles and infantries slightly more powerful than a Regular attack.
Air and Sea Attack - This attack method costs 3 turns and can only consist of air units and sea units.
You may load certain sea units with Tomahawk missiles, which will then be launched during the attack.
Using this method makes these units slightly more powerful than a Regular attack.
Launch Missile - This attack method costs 4 turns, and uses 100% Missile Power.
Use this option to send your missiles to enemy targets.
This does not include Tomahawks.
Send Spy/Spy Plane (intelligence) - This attack method costs 1 turn.
When you send out your spy, his job is to spy on the enemy's army or base.
You can choose between
an infantry spy for army intelligence or a spy plane to gather information on the enemy's buildings.
However, there is no guarantee either will succeed.
You may send up to 5 spies at once for the
same
amount of turns, for up to 5x the details of your results
(chance of being caught increases by up to 10x).
Opposing snipers and spies can kill infantry spies.
If the spy fails, the enemy is informed that you sent the spy.
If your spy is successful, it is hard to count the exact number of units or buildings in such a short
period
of time,
so your spy works with special codenames. Below are the translations of those codenames.
The numbers in the tables below are based on the sending of 1 Spy or Spy Plane.
It can be made more detailed by sending up to a maximum of 5 Spies or Spy Planes.
Spy Codenames:
Codename |
Amount of Units |
| Few |
0-99 |
| Several |
100-249 |
| Pack |
250-499 |
| Lots of |
500-1,499 |
| Many |
1,500-4,999 |
| Crowd |
5,000-9,999 |
| Legion |
10,000-19,999 |
| Super Legion |
20,000+ |
|
Spy Plane Codenames:
Codename |
Amount of Buildings |
| Few |
0-49 |
| Several |
50-124 |
| Pack |
125-249 |
| Lots of |
250-499 |
| Many |
500-999 |
| Crowd |
1,000-2,499 |
| Legion |
2,500-4,999 |
| Super Legion |
5,000+ |
|
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