Three Nuclear Weapons
| Name | Cost | Inner | Outer | SAM Interceptable |
|---|---|---|---|---|
| AtomBomb | 750,000 | 12 | 30 | ✓ |
| HydrogenBomb | 5,000,000 | 80 | 100 | ✓ |
| MIRVWarhead | — (released by MIRV) | 12 | 18 | ✓ normal in-flight SAM target |
| MIRV (carrier) | 25M + 15M × launched count | Splits into multiple MIRVWarheads | ✗ | |
v33.4 source behavior: the carrier remains outside the SAM target list. After separation, each MIRVWarhead flies through normal NukeExecution and SAM trajectory checks. The old 50-tile destination shortcut is gone. Launching MIRV also puts its Missile Silo on cooldown. Verify SAM targeting and MIRV execution.
Inner radius: 100% destruction of all tiles. Outer is the fallout zone, ~50% BFS probability spread, leaving radiation. Radiation weakens attacker mag: mag *= (5 − 2 × falloutRatio).
v33.4 Atom Bomb Batches and Silo Timing
Press 8 once for x1 or twice for x5. The radial menu offers Atom Bomb x1/x2/x5/xMax; Hydrogen Bomb and MIRV remain single actions. Gold, a maximum of 50 actions, and the loaded tubes across all Silos cap the batch.
One Silo releases queued bombs one tick apart. Separate ready Silos can each release one bomb on the same tick. Bulk input therefore shortens setup but does not make every bomb leave one Silo simultaneously or bypass SAM checks. Verify the batch limits, radial quantities, and same-Silo scheduling.
Water Nukes Mode (isWaterNukes)
When enabled, nuclear blast uses smooth circular pattern instead of BFS spread—ocean tiles get evenly cleared. Major threat to coastal players. Disabled by default in private lobbies.
SAM Defense
- Atom bomb blast radius
- inner 12 / outer 30 tiles
- Hydrogen bomb blast radius
- inner 80 / outer 100 tiles
- MIRV warhead
- inner 12 / outer 18 tiles
- SAM cooldown
- 90 ticks (9s)
- Default nuke speed
- 10 tiles/tick (v33)
- SAM range formula
- samRange(level) = 150 - 480 / (level + 5); default 70, top ≈ 140, cap 150
- SAM intercept targets
- AtomBomb / HydrogenBomb / in-flight MIRVWarhead (v33 trajectory targeting)
- MIRV silo cooldown
- Launching MIRV calls MissileSilo.launch() and blocks an immediate follow-up nuke
- Pre-fire window
- tickBeforeShooting = nukeReachTick − samReachTick ≥ 0
- Intercepts AtomBomb, HydrogenBomb, and in-flight MIRVWarhead through the same trajectory and timing logic. The carrier itself is not a target before separation.
- Range grows from 70 to cap of 150 tiles: recommend at least level 3 (~90-100 tiles) for effective coverage.
- Cooldown 90 ticks ≈ 9 seconds. Different Silos can launch together, while one Silo staggers by one tick; a single ready SAM still cannot cover a batch—use 2-3 overlapping launchers.
- Build time 300 ticks (30 seconds), can't be rushed last-minute.
Nuclear Strike Timing
- Before 3 min: Don't build nukes, gold should go to City/Port economy.
- 3-5 min: 1 Missile Silo + 1 SAM for deterrence.
- 5-8 min: Accumulate 5M gold for hydrogen bomb, target enemy City clusters or Silos.
- 8 min+: Consider 25M MIRV to force opponent to spread SAM coverage.
MIRV's real value is saturation, not guaranteed damage. The carrier reaches separation, then each warhead becomes a normal SAM target. Attackers must overload ready shots or coverage paths; defenders should overlap launchers without clustering them inside one blast area.
Counter-Nuclear Essentials
- At least 2 SAMs covering same target for salvo defense.
- Don't cluster SAMs—one hydrogen bomb outer radius (100 tiles) can wipe them all.
- Place Silos inside SAM coverage to prevent counter-strike decapitation.
- Upgrading Cities is also "counter-nuclear": population buffer lets you survive one hydrogen bomb without collapse.