1 -
Introduction
1.1 - Overview
1.2 - Getting Started
1.3 - Starting Bonus
2 - Menu
2.1 - Game
2.2 - Build
2.3 - Show
3 -
Buildings, Units, Satellites and Research
3.1 - Buildings
3.2 - Sea Units
3.3 - Air Units
3.9 - Satellites
3.10 - Research
4 -
Attack
4.1 - General Attack
Information
4.3 - Ground Attack
4.4 - Air and Sea Attack
4.5 - Launch Missile
5 - Province
5.1 - Province Status and History
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
6.8 - Extended Military
Information
6.9 - Clan Status
7 - Medals and G-Codes
7.1 - Medals
8 -
Help
8.1 - Technical Support
8.3 - Bug Reporting
8.4 - IRC
8.5 - Rules
8.6 - Credits
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.
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.
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
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
News - Displays current news items
Articles - Displays current articles
Profiles - Displays player profiles
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
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. |
|
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. |
|
Airfield |
$900 |
Houses
10 air units. |
|
War Factory |
$1,200 |
Houses
10 vehicles. |
|
Barracks |
$700 |
Houses
20 infantries. |
|
Power Plant |
$450 |
Produces
3000 power units. |
|
Advanced Power Plant |
$1,400 |
Produces
15000 power units. |
|
Torpedo launcher |
$1,850 |
Gives
you a sea defense. |
|
SAM Site |
$1,400 |
Gives
you an air defense. |
|
Missile Turret |
$1,500 |
Gives
you a vehicle defence. |
|
Machinegun Turret |
$1,200 |
Gives
you an infantry defence. |
|
Anti-Missile System |
$5,000 |
Gives
you a missile defense††. |
† 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.
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 |
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 |
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 |
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. Can attack: none |
|
|
Spy |
$3,000 |
Spies
on enemy units, protects your base from possible enemy spies. 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 |
|
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.
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.
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. |
|
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: |
|
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.
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.
Regular attack can consist of air units, vehicles and infantries. This attack method costs 3 turns.
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.
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.
Use this option to send your missiles to enemy targets. This attack method costs 4 turns, and uses all available Missile Power.
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+ |
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.
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 |