Table of Contents

1 - Introduction
     1.1 - Overview
     1.2 - Getting Started
     1.3 - Starting Bonus

 

2 - Menu

     2.1 - Game
     2.2 - Build
     2.3 - Show

     2.4 - NZ Portal
     2.5 - Other

 

3 - Buildings, Units, Satellites and Research
     3.1 - Buildings

     3.2 - Sea Units
     3.3 - Air Units

     3.4 - Vehicles

     3.5 - Infantries

     3.6 - Special Units

     3.7 - Market
     3.8 - Missiles

     3.9 - Satellites
     3.10 - Research

 

4 - Attack
     4.1 - General Attack Information

     4.2 - Regular Attack

     4.3 - Ground Attack
     4.4 - Air and Sea Attack
     4.5 - Launch Missile

     4.6 - Send Spy/Spy Plane

     4.7 - Send Thief

     4.8 - Sniper

 

5 - Province

     5.1 - Province Status and History

     5.2 - Military Info

     5.3 - Province Preferences

     5.4 - Community Score

 

6 - Clan
     6.1 - General Clan Information

     6.2 - Clan Points
     6.3 - Clan Wars
     6.4 - Clan Forum
     6.5 - Clan Tag
     6.6 - Clan Pages

     6.7 - Clan Invitations

     6.8 - Extended Military Information
     6.9 - Clan Status


7 - Medals and G-Codes
     7.1 - Medals

     7.2 - G-Code and Auto-Linking

     7.3 - Extended G-Code

8 - Help
     8.1 - Technical Support

     8.2 - Ideas and Suggestions

     8.3 - Bug Reporting
     8.4 - IRC
     8.5 - Rules
     8.6 - Credits

 

 

1.1 - Overview

NukeZone is a free, strategic text-based online game. The game is optimized for Internet Explorer 5.0 and above with a screen resolution of 800x600 or higher. The game will also work in newer versions of other browsers such as Opera and Netscape Navigator; however, while some features may not operate properly, the game engine functions correctly. It is strongly recommended that you use Internet Explorer 5.0 and above.

 

NukeZone is played in rounds lasting approximately 3 months each. Round dates can be found on the login page. At the end of each round, winners in various categories are given medals and all provinces are reset and the game starts over.

If you find any bugs or any other errors in the game, please report them ASAP in the Technical Support and Bug Reports forum.

 

1.2 - Getting Started
You start with 125 turns and $250,000, then the first time you login for the round you get awarded with an extra 175 turns and $500,000 (totaling in 300 turns and $750,000), the extra bonus is only available for provinces created before the start of the round and those created in the first 48 hours of a round. It is up to you to determine what to purchase, while some prefer to use a more offensive strategy, others will choose to adopt a more defensive strategy. Money is required to purchase buildings and units. Turns are required to purchase buildings (jump to 3.1 - Buildings for more info), increase research (jump to 3.10 - Research for more info), or attack (jump to 4.1 – General Attack Information for more info). You need buildings to survive – when all your buildings are destroyed you will die. When you have died you spend 6 hours dead before starting over in 18 hours of forced nuke protection again, with an additional 48 hours, which can be removed manually – death results in a loss of all units, land, research, money (including in the bank) and turns except for the starting defaults.


There are several ways to get more money although you get a fixed number of turns:

§     By default you receive 1 turn every 20th minute and $2000 each 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 (150 turns and $750,000 for each 10,000 points.

§     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 as the invitation was sent to.

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. Please use some of your turns in order to start receiving turns every 20 minutes again.

 

1.3 - Starting Bonus

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%,  50% more land and money gained during attacks, plus an additional 75 turns.

§     Defensive
All buildings get a 20% life boost, 20% default Anti-Missile System defense, plus 2 extra sciences per turn, plus 5,000 m2 land.

§     Finance
Hourly income increased by 10%, bank capacity is raised by 50% and $400,000 money.

§     Shipping
Market and missile orders ship 50% faster, plus ability to choose exact arrival time (up to 12 hours delayed), plus 2,500 m2 land and $250,000 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 increase 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.

 

2.1 - Game

Overview - Province info, power status, news, current server time, nuke protection options, starting bonus

Attack - Regular attack, ground attack, air and sea attack, launch missile, send spy/spy plane, send thief, send sniper

Research - Research sciences

Explore - Explore or Sell additional land.

Market - Buy/sell merchandise

Bank – Deposit/withdraw money. All deposited money is automatically withdrawn at the start of the second last day.

Clan - Join/create clan, clan properties, invite/kick players, manage clan wars, leave/delete clan, recruiting system etc.

2.2 - Build
Buildings - Build/demolish buildings

Sea Units - Build sea units

Air Units - Build air units

Vehicles - Build vehicles

Infantries - Train infantries

Missiles - Order missiles, view arrival dates

Satellites - Build/use Satellites

 

2.3 - Show

Local Events - Shows local events

Global Events - Shows global events, can be filtered by incoming, outgoing or internal.

Attack Events – Shows local outgoing events (Gold Users only).

Search Events – Allows a search of local and global events.

Enemy List – Links to enemy list (Gold Users only).

Status - Information, military info, military settings, history graphs (including Gold User only info) and several province statistics, rank from previous round

All Provinces - Shows all provinces within your attack range

All Clans - Shows all clans

Top List - Top Provinces, Top Clans (Networth), Top Clans (Points)

Search - Search for provinces by province id or province name, search for clans by clan id or clan name/tag
Clan Forum - A direct link to your private clan forum (only visible if you’re a member of a clan)
Forum - NukeZone forums

Online Shop – Purchase a Gold user or Gold/Platinum clan

 

2.4 - NZ Portal

News - Displays current news items

Articles - Displays current articles

Profiles - Displays player profiles

2.5 - Other

Inbox - Display your inbox (private messages that have been sent to you)

New Message - Compose a new message

Preferences - Options, edit profile, change colors, change password, delete province, reset province, create/edit your NZ Portal profile etc

Contact Us – Crew contact information, credits

Logout - Logout from NukeZone


3.1 - Buildings

Land is nice to have, but without buildings and infrastructure it is of little use. NukeZone offers a variety of buildings to place on your land. Each building has some inherent benefits that allow your province to grow or specialize. It is up to you to determine how to fill your land, and there is no perfect or ideal balance for growth. As well, 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 and command centers won’t work, meaning you will be more susceptible to attack, 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. It takes 20 m² to build.

 

Available Buildings:

Name

Price

Description

Research Lab

$2,000

Gives 1 extra science/turn to research for each 50 research labs.
Attack: 0, Life: 200
Power usage: 2000

Missile Silo

$22,000

Houses 1 missile.

Attack: 0, Life: 500

Power usage: 10000

Command Centre

$2,200

Supports 5 special units†.

Attack: 0, Life: 120

Power Usage: 1800

Shipyard

$1,100

Houses 5 sea units.
Attack: 0, Life: 90
Power usage: 700

Airfield

$900

Houses 10 air units.
Attack: 0, Life: 85
Power usage: 600

War Factory

$1,200

Houses 10 vehicles.
Attack: 0, Life: 80
Power usage: 900

Barracks

$700

Houses 20 infantries.
Attack: 0, Life: 60
Power usage: 650

Power Plant

$450

Produces 3000 power units.
Attack: 0, Life: 85

Advanced Power Plant

$1,400

Produces 15000 power units.
Attack: 0, Life: 40

Torpedo launcher

$1,850

Gives you a sea defense.
Attack: 350, Life: 280
Power usage: 600

SAM Site

$1,400

Gives you an air defense.
Attack: 265, Life: 240
Power usage: 475

Missile Turret

$1,500

Gives you a vehicle defence.
Attack: 300, Life: 265
Power usage: 275

Machinegun Turret

$1,200

Gives you an infantry defence.
Attack: 190, Life: 290
Power usage: 225

Anti-Missile System

$5,000

Gives you a missile defense††.
Attack: 0, Life: 400
Power usage: 1700

 

† Special units are; Spy Plane, Spy, Thief and Sniper.

 

†† Anti-Missile System defense varies based on the amount of used land. Anti-Missile Systems provide a maximum of 50% protection (70% with the Defensive starting bonus). 750 Anti-Missile Systems will provide 50% protection, no matter the amount of used land you have.

 

3.2 - Sea Units

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”.

Available Units:

Name

Price

Description

Submarine

$2,300

Attack: 180, Life: 155

Can attack: Sea Units

Stealth Boat

$750

Attack: 50, Life: 55

Can attack: Sea Units, Infantries

Destroyer

$1,500

Attack: 70, Life: 65

Can attack: Vehicles, Infantries, Buildings

Cruiser

$2,000

Attack: 90, Life: 105

Can attack: Sea Units, Air Units, Buildings

T-2000 Hovercraft

 

$800

Attack: 70, Life: 35

Can attack: Air Units, Buildings

 

3.3 - Air Units

To build air units, you need airfields, which house 10 air units. Air units can be combined with all other units when attacking.

Available Units:

Name

Price

Description

F-22 Raptor

$900

Attack: 50, Life: 45

Can attack: Sea Units, Air Units

F/A-18 Super Hornet

$575

Attack: 45, Life: 25

Can attack: Air Units, Buildings

F-35 JSF

$775

Attack: 45, Life: 40

Can attack: Air Units, Vehicles

B-2 Stealth Bomber

$1,000

Attack: 85, Life: 50

Can attack: Buildings

RAH-66 Comanche

$625

Attack: 30, Life: 30

Can attack: Vehicles, Infantries, Buildings

SH-60 Sea Hawk

$500

Attack: 45, Life: 25

Can attack: Sea Units

Aurora Spy Plane

$15,000

Spies on enemy buildings.

Attack: 0, Life: 200

Can attack: None



3.4 - Vehicles

To build vehicles you need war factories, which house 10 vehicles. Vehicles can be combined with air units and infantries when attacking.

Available Units:

Name

Price

Description

Humvee

$500

Attack: 50, Life: 20

Can attack: Infantries

Hover Tank

$600

Attack: 35, Life: 25

Can attack: Sea Units, Infantries, Buildings

Heavy Artillery

$1,000

Attack: 95, Life: 40

Can attack: Buildings

SAM Tank

$750

Attack: 60, Life: 35

Can attack: Air Units

M1 Abrams Tank

$1,250

Attack: 75, Life: 60

Can attack: Vehicles, Buildings

 

3.5 - Infantries

To train infantries you need barracks, which house 20 infantries. Infantries can be combined with air units and vehicles when attacking.

Available Units:

Name

Price

Description

Thief

$5,000

Steals money from the enemy base and protects your base from possible enemy thieves.
Attack: 0, Life: 5

Can attack: none

Spy

$3,000

Spies on enemy units, protects your base from possible enemy spies.
Attack: 0, Life: 5

Can attack: none

Sniper

$5,000

Attack: 125, Life: 65

Can attack: Spies, Thieves, Snipers

Note: Snipers have 5 times less defense against other snipers

Navy Seal

$550

Attack: 45, Life: 25

Can attack: Sea Units

Heavy Infantry

$425

Attack: 25, Life: 20

Can attack: Air Units, Sea Units

Machine Gunner

$375

Attack: 25, Life: 15

Can attack: Infantries, Buildings

Grenade Soldier

$350

Attack: 25, Life: 15

Can attack: Vehicles, Buildings

Rocket Soldier

$525

Attack: 25, Life: 25

Can attack: Air Units, Vehicles, Buildings

 

 

 

 

3.6 - Special Units

Special units are the spy plane, spy, thief and sniper. In order to own these units you must have Command Centers. You can have a maximum of 200 Command Centers meaning you are limited to no more than 1000 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; e.g. buying 50 and selling 50 would be the maximum special unit transactions for that day.

 

3.7 - Market

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. Depending on the research you have and how much you are willing to pay you can get units from the market in between 3 and 12 hours. You can cancel an incoming order, which returns 75% of the regular market price (money spend on accelerated shipping will not be returned after canceling an order).

 

You can pay extra to reduce the time it takes for your units to be delivered – 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 the Shipping Time Science 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.

 

3.8 - Missiles

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 make use of their own Missile Power (5% received per half hour) and do not use morale. Missiles can be fired with any amount of Missile Power (minimum of 30%); more Missile Power used gives better accuracy. Accelerated Shipping mode for missiles cost 1.5 times the standard price. The default chance of tracking missiles is 75%.

 

Available Missiles:

Name

Price

Description

Nuclear Missile

$60,000

Attack: 500,000

Can attack: All Buildings and Units

Chemical Missile

$35,000

Attack: 250,000       

Can attack: Sea Units, Air Units, Vehicles

Biochemical Missile

$30,000

Attack: 165,000

Can attack: Infantries

EMP Missile*

$20,000

The EMP Missile initially disables 20% of the enemy’s power supply decreasing 5% per hour over a 4 hour period. You do not receive clan points for using this missile.

 

* 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.

3.9 - Satellites

There are 6 different satellites available for you to build. All satellites require 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 then stay up for 14 days until it crashes down and burns up in earth’s atmosphere. You can increase the time your satellite stays in orbit by continuing to research satellite technology over 50%. You get an extra days orbit for every additional 10% research. A satellite will stay in orbit for the period researched at the time of launch, research while in orbit will not effect that satellite.

 

Your satellite power increases by 10% each hour and all satellites cost 5 turns to use. Satellites are not operational when you have low power although a previously launched Stealth Satellite will continue to function if it was activated while you had power. If you need to launch another satellite and your current satellite has not yet crashed, you can demolish your satellite for 20% of its/their original cost.

 

Available Satellites:

Name

Price

Description

EMP Satellite*

$600,000

The EMP Satellite 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%, 6 hours

Laser Beam Satellite

$1,000,000

Requires at least 25% satellite power, 100% satellite power = max attack damage (the more power, the more damage). 95% hit rate.
Max Attack: 9000
Can attack: Buildings

Orbital Research Laboratory

$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

$500,000

Spies on the enemy base. Requires 100% satellite power. You will receive this information:
- Approximate number of enemy buildings and units.
- Unused enemy land and power status.

Stealth Satellite

$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

$700,000

Gives you instant 100% protection. 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 until you get more satellite power.

 

*EMP damage is removed from the target province by 5% each hour. 1 hit at full power with the EMP satellite will disable 30% of the targets power and the effect on the province will then reduce by 5% each hour. It would therefore take 6 hours before all EMP damage was removed.

 

3.10 - Research

There are 10 different sciences available for you to research. Researching sciences requires turns. The number of turns needed is based on your amount of Research Labs, and the more you own, the more sciences per turn you get when researching. You will be able to research between 1 and 20 sciences per turn, depending on how many Research Labs you own. You can get up to 25 sciences per turn by getting an Orbital Research Laboratory.

Available Research:

 

Bank Management increases the amount of money you can deposit into the bank up to a total of $5,000,000. Also, for every 10% of research the basic interest rate increases by 0.1%. 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 is 100% complete the 25% fee is removed (1500 sciences). At 100% researched the fee of 1/4 the money is removed when sending aid.

 

Engineer Effectiveness increases the amount of buildings you can build per turn. The maximum limit is 15 buildings per turn (2000 sciences); default is 5 buildings per turn.

 

Market Shipping Time reduces the time taken for items ordered from the market to arrive. The maximum limit is 50% (1400 sciences).


Market Discount gives you discount on all market merchandise. The maximum limit is 30% (900 sciences).
 
Missile Accuracy gives your missiles a better chance to hit the target. The maximum limit is 90% (700 sciences); default is 20% accuracy.

 

Money Production increases your income per hour. The maximum limit is $30,000 per hour (2400 sciences), default is $10,000 per hour.

 

 

Power Plant Efficiency increases the amount of power each power plant produces and also increases their defense/life. The maximum limit is 50% above normal (700 sciences).

 

Satellite Technology gives you the knowledge to construct satellites. 50% satellite technology is needed in order to construct any satellites. Additional research over 50% extends the maximum orbit time of the satellite with up to 5 days (making it a total of 19 days in orbit). The maximum limit is 100% (2000 sciences). 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 improves your security. This makes enemy thieves steal less money from you. It will not protect you from enemy thieves in any other way. The maximum limit is 100% (1500 sciences).

 

Thief Education teaches your thieves to steal more money and also to be stealthier. The maximum limit is 300% (2000 sciences).

 

 

4.1 - General Attack Information

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% (50% morale pool)†, 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 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 target province id.

Attack Method is the option on how you want to attack your enemy.

Main Target specifies the target your troops will focus on.

Attack Type specifies how the attack should be made; normal or aggressive.

 

† You receive 5% morale every 15 minutes as usual. When you reach your morale capacity at 100%, instead of losing out on new morale, the lost morale will instead be added to your morale pool at the same 5% rate every 15 minutes until both your morale and pool are maxed out (at 100% morale and 50% pool). After that, you will start losing out on new morale because both your morale and your pool are maxed out. Once you use your morale, and it goes below 100%, you will once again have your new morale added to your morale at the same rate, instead of being added to your pool, until you are maxed out again. If you at this point also have morale in your pool, you will not only get 5% new morale added, but also 5% morale moved over from your pool at the same time. This means that in order for this to happen you must have 90% OR LESS morale (because if you have 95%, you will be maxed out at 100% after you receive your new 5% morale, and the pool will be untouched). You can only use your morale for attacking/etc. You cannot directly use the morale in your pool. You must wait for it to be moved over to your morale.

 

4.2 - Regular Attack

Regular attack can consist of air units, vehicles and infantries. This attack method costs 3 turns.

 

4.3 - Ground Attack

Ground attack can only consist of ground units. Using this method makes the vehicles and infantries slightly more powerful than a Regular attack. This attack method costs 3 turns.

 

4.4 - Air and Sea Attack

Air and Sea attack can only consist of air units and sea units. Using this method makes these units slightly more powerful than a Regular attack. This attack method costs 3 turns.

 

4.5 - Launch Missile

Use this option to send your missiles to enemy targets. This attack method costs 4 turns, and uses all available Missile Power.

 

4.6 - Send Spy/Spy Plane

When you send out your spy, his job is to spy on your enemy's army or base. You can choose between an infantry spy for army intelligence or a spy plane to gather info on your enemies 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 he does fail, your enemy is informed that you sent the spy. If your spy is successful, it is hard to count to an 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. This attack method costs 1 turn.

 

Spy Codenames: The numbers on the table below are based on the sending of 1 Spy, and can be made more detailed depending on how many Spies are sent up to a total of 5.

 

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+

 

4.7 - Send Thief

When you send out your thief, his job is to steal money from the selected enemy. However, there is no guarantee that your thief will succeed. If he does fail, your enemy is informed that you sent the thief. This attack method costs 2 turns and 5% morale.

 

You can send up to 10 thieves at once for the same turns and morale as one. This allows you to get up to 5 times the return but the chance of being caught increases by up to 10 times – times 1 extra for each additional thief. Therefore an attack with 5 thieves could get you up to 2.5 times as much money but you would be 5 times as likely to be caught. If caught you lose all attacking thieves.

 

4.8 - Sniper

A sniper can both attack and defend. They can attack spies, thieves and snipers. They can defend against spies, thieves, and snipers. They are five times better at defending than spies and thieves are. However, snipers have 5 times less defense against other snipers. This attack method costs 2 turns and 5% morale.

 

You can send up to 10 snipers at once for the same turns and morale as one. This allows you to do up to 5 times the damage but the chance of being caught increases by up to 10 times – times 1 extra for each additional sniper. Therefore an attack with 5 snipers could inflict up to 2.5 times as much damage but you would be 5 times as likely to be caught. If caught you lose all attacking snipers.

 

 

5.1 - Province Status and History

You can get access to a wealth of information about your province and you past performance from the status page. The history page shows statistics for the following items: -

 

History statistic

Explanation

Attack Success

The number of successful attacks made expressed as a percentage

Defend Success

The number of times successfully defended expressed as a percentage

Highest Networth

The peak networth you have achieved in the current round

Highest Land Area

Greatest land area you owned in the current round

Land Gained in Combat

Area of land gained by attacking other provinces

Land Lost in Combat

Area of land lost to other provinces attacking you

Money Gained in Combat

Sum of money gained by attacking other provinces

Money Lost in Combat

Sum of money lost to other provinces attacking you

Money Lost in Thievery

Sum of money you lost to thievery

Most Money Gained in Thievery

Highest amount of money stolen by one thief (GU only)

Kills

Number of provinces you killed

Kills (during clan wars)

Number of provinces you killed during clan wars

Times Killed

Number of times your province has been killed

Missiles Sent

Number of nuclear, chemical and biochemical missiles you have sent

NW Damage Made by Missiles

Cumulative sum of the damage your missiles have dealt this round