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 | ✗ |
| MIRV (carrier) | 25M + 15M × launched count | Splits into multiple MIRVWarheads | ✗ | |
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).
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)
- SAM range formula
- samRange(level) = 150 - 480 / (level + 5); default 70, top ≈ 140, cap 150
- SAM intercept targets
- Only AtomBomb / HydrogenBomb; MIRV body and warheads immune
- Pre-fire window
- tickBeforeShooting = nukeReachTick − samReachTick ≥ 0
- Only intercepts AtomBomb / HydrogenBomb—MIRV and its warheads are immune.
- 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. Two simultaneous nukes = one SAM can only intercept one—need 2-3 SAMs for overlap.
- 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 isn't damage—v24 nerfed it, outer radius only 18 tiles per warhead. But MIRV can't be SAM-intercepted and splits into multiple targets, forcing opponents to spread expensive SAM upgrades and Silos, indirectly weakening their single-point nuclear defense.
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.