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 - War 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 $10,000 each hour. You can research Money Production to increase your income up to a maximum $30,000/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 5,000 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 within 48 hours
after your first log in. You will receive a random chosen starting bonus if you
do not take one in the first 48 hours.
§ Offensive
Gain twice the land and money during attacks, plus 75 turns.
§ Defensive
Constructing 10 buildings per turn by default (to a maximum of 20 with full
research), plus 20% default Anti-Missile System defense, plus 10% time
deduction when researching, plus 5 000 m2 of land.
§ Finance
Hourly income increased by 10%, bank capacity is raised by 50% and $400,000
money.
§ Shipping
Missile orders ship 50% faster, plus ability to choose exact arrival time (up
to 6 hours delayed), plus 10% default market discount, 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
Help – Display Help documents and report forms
Invite Friends – Invite your friends to join NukeZone
Preferences - Options, edit profile, change colors, change password, delete province, reset province, create/edit your NZ Portal profile etc
About 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. If you have excess land, you can choose to sell it for $50 per m² (except for the first 72 hours of a game or after dieing).
Available
Buildings:
|
Name |
Price |
Description |
|
Research Lab |
$4,500 |
Every 50 Research
Labs will deduct 10% from the time it will take to complete your research (to
a maximum of 200 RL or 40%). |
|
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 |
$550 |
Produces 3000
power units. |
|
Advanced Power Plant |
$1,300 |
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 defense. |
|
Machinegun Turret |
$1,200 |
Gives you an
infantry defense. |
|
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 |
$1,950 |
Attack: 130, Life: 100 Can attack: Sea Units, Buildings |
|
Stealth Boat |
$1,050 |
Attack: 80, Life: 70 Can attack: Infantries |
|
Destroyer |
$1,325 |
Attack: 75, Life: 60 Can attack: Vehicles, Infantries, Buildings |
|
Cruiser |
$1,800 |
Attack: 110, Life: 110 Can attack: Sea Units, Air Units |
|
Battleship |
$1,675 |
Attack: 190, Life: 85 Can attack: 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 |
$975 |
Attack: 55, Life: 40 Can attack: Sea Units, Air Units, Buildings |
|
EF-2000 Typhoon |
$675 |
Attack: 45, Life: 30 Can attack: Vehicles, Buildings |
|
F-35 JSF |
$800 |
Attack: 50, Life: 40 Can attack: Air Units, Vehicles |
|
RAH-66 Comanche |
$675 |
Attack: 40, Life: 40 Can attack: Vehicles, Infantries |
|
SH-60 Sea Hawk |
$525 |
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 |
$650 |
Attack: 50, Life: 25 Can attack: Infantries, Buildings |
|
M270 MLRS Tank |
$725 |
Attack: 50, Life: 30 Can attack: Sea Units, Infantries |
|
SAM Tank |
$700 |
Attack: 60, Life: 35 Can attack: Air Units |
|
M1 Abrams Tank |
$1,150 |
Attack: 65, Life: 50 Can attack: Air Units, 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: 250 Can attack: Spies, Thieves, Snipers Note: Snipers have 5 times less defense against other snipers |
|
Navy Seal |
$550 |
Attack: 35, Life: 25 Can attack: Sea Units, Infantries |
|
Armoured Infantry |
$450 |
Attack: 20, Life: 30 Can attack: Air Units, Infantries |
|
Paratrooper |
$500 |
Attack: 55, Life: 20 Can attack: Buildings |
|
Grenade Soldier |
$425 |
Attack: 35, Life: 20 Can attack: Vehicles |
|
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 1.5 times the price allows your units to arrive in half the time. Accelerated shipping for missiles costs 1.5 times 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.
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 level 1 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 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 |
Deducts 20% from the time it will take to complete your research and reduces the turn cost for researching down to 20 turns (to a maximum of 60% with full 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 9 different sciences available for you to research. Researching sciences
requires time. The time needed is based on your amount of Research Labs,
and the more you own, the faster it goes. You can get up to 40% deduction,
depending on how many Research Labs you own. You can get up to 60%
deducted by getting an Orbital Research Laboratory. You can only research one
science at a time and each level costs 25 turns.
Available Research:
Bank
Management:
Level 1 (5 hours) – Bank Stores Up to $3 500 000 and Bank Interest Increased by
0,5%.
Level 2 (5 hours) – Bank Stores Up to $4 500 000 and Bank Interest Increased by
0,75% + option to withdraw money after 24 hours with no interest but with a 25%
fee.
Level 3 (5 hours) – Bank Stores Up to $5 000 000 and Bank Interest Increased by
1,0% + the 25% fee for early withdrawals is removed + the fee of 1/4 the money
is removed when sending aid.
*
Engineer Effectiveness:
Level 1 (10 hours) – 10 buildings built per turn.
Level 2 (10 hours) – 15 buildings built per turn.
*
Market Discount:
Level 1 (5 hours) – 15% discount on all units purchased from the market.
Level 2 (5 hours) – 30% discount on all units purchased from the market.
*
Market Shipping Time:
Level 1 (5 hours) – Shipping time reduced to 9 hours.
Level 2 (5 hours) – Shipping time reduced to 6 hours.
*
Missile Accuracy:
Level 1 (10 hours) – 50% chance to hit target.
Level 2 (10 hours) – 95% chance to hit target.
* Money
Production:
Level 1 (15 hours) – $20 000 income per hour.
Level 2 (15 hours) – $30 000 income per hour.
* Power
Plant Efficiency:
Level 1 (5 hours) – Power Plants life and power produced increased by 50%.
*
Satellite Technology:
Level 1 (10 hours) – Allows you to build satellites.
Level 2 (10 hours) – Extends the maximum orbit time of the satellite by 5 days.
Level 3 (10 hours) – Construction cost of satellites reduced by 20% and each
use of a satellite will cost 4
turns
instead of 5.
* Thief
Education:
Level 1 (5 hours) – Thieves steal two times the amount of money.
Level 2 (5 hours) – Thieves steal three times the amount of money.
Level 3 (5 hours) – Thieves steal four times the amount of money.
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 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 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 10% 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 your 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 |
|
Enemy Missiles Received |
Count of enemy missiles that have been fired at your province |
|
Enemy Missiles Hit |
Enemy missiles that have not missed or been shot down by anti-missile-systems |
|
Enemy Missiles Missed |
Enemy missiles that have missed your province |
|
Enemy Missiles Shot Down |
Enemy missiles that your anti-missile-systems have shot down |
|
Attacks Made |
Total attacks made, not including missiles sent |
|
Attacks Made (during clan wars) |
Total attacks made during clan wars, not including missiles sent |
|
Wins |
Successful attacks made (percentage in brackets) |
|
Attacks Suffered |
Total attacks suffered from other provinces |
|
Defeats |
Number of times the enemy successfully penetrated your defenses (percentage in brackets) |
|
Clan Points Gained (current clan) |
Total clan points gained in the current clan - every time you successfully attack a province your clan is at war with, you will be awarded clan points depending on the damage |
|
Clan Points Gained (total) |
Total clan points gained for the whole round |
|
Aid Sent (current clan) |
Amount of aid you have sent in current clan |
|
Aid Received (current clan) |
Amount of aid you have received in current clan |
|
Targets Spied |
Amount of targets spied in current clan |
|
Time to Complete All Sciences |
Total time to complete research on all sciences |
|
Morale used |
Total morale used in attacks |
|
Morale lost |
Amount of morale lost during the round |
Enhanced History: There are more History Statistics but these are Gold User only.
You can also view graphs plotting the history of your province over the last 14 days in certain key areas:
- Networth
- Land (Gold users only)
- Total Buildings (Gold users only)
- Total Units (Gold users only)
A full breakdown of your current military force is provided here for quick reference. You can choose to share certain military information with your clan mates from the preferences menu.
Extended Military Information is available to those who are currently in a Gold Clan. This feature allows Gold Clan members to view additional Military Information that is normally hidden. There are 6 sections visible: -
General - allows clan mates to view your status page.
Buildings - this permits clan mates to see what type and volume of buildings you have as well as whether or not you have a satellite in orbit.
Research - this lets clan mates look at what research you have done.
If you are Gold User your clan mates can also see the following Info. The dropdown list shows GU’s as a darker color
History Graphs – allows clan mates to see you graphs (networth, land, buildings, units, attacks made, attacks received and clan points gained)
Statistic Breakdown – Allows clan mates to see your Networth and Turns Breakdown.
The Preferences menu allows you to change many options specific to your province including province details, account details, account password, as well as many speed round & gold user only options. This is also where you go to put your account into vacation mode or reset your account; as well as creating/editing your NZ Portal Profile.
The Options page allows you to change certain details about your province, including your province name and email address. If you are a Gold User you are able to change your province name at any time, however there is a minimum waiting time of 7 days between name changes. If you are a Normal User you may only change your province name when you are dead (i.e. straight after you have been killed or resetting your account) and the minimum waiting time between province name changes is 14 days. Please be aware that you are only dead for 6 hours so if you intend to change your province name you must log into your account during this time in order to change it. In both cases the minimum waiting time applies at all times, including the break between rounds; therefore if you change your province name at the end of a round and the following round starts within 7/14 days (depending whether you are a Gold or Normal User) then you will not be able to change it again during the start of the round.
Vacation mode puts your province into nuke protection for a specified period of time while you are away. To prevent abuse, the vacation mode will take effect 24 hours after you have activated it and then last for the specified number of days, so please be sure to request it at least 24 hours in advance. During vacation mode you cannot login to your province. You cannot go into vacation mode in the last 3 days of a round.
The Preferences menu is also where you go to activate any Gold User memberships, Gold/Platinum Clan memberships and Speed Round passes you may have purchased; or to transfer them to another province. To do this please go to the Gold User Management section. Gold User memberships that have been used cannot be transferred, even if there are one or more rounds left.
For
information on how the Community Score system works, go to the following page:
http://files.nukezone.info/community_score.htm
6.1 - General Clan Information
Clans
are a vital element in NukeZone, and if you’re not in a clan, join or create
one immediately (see the Find Clan section for help joining a clan). Clans
can provide protection to their provinces. A clan can have up to 15 members.
There are four different types of clan members: Clan Leader (CL), Co-Leader
(CO), Clan Trustee (CT), and Normal Member. The clan leader controls
everything, and can select up to 4 clan trustees. These CT’s can help the CL to
control the clan by declaring war/peace, or by editing the clan message. If the
CL gets banned or deleted due to inactivity, the CO will become CL, if there is
no CO the first CT will become CL. If no CT is available, the province who has
been in the clan the longest will become CL. Once a province leaves or is
kicked from their clan, that province will no longer be allowed to return to
that clan until the next round unless he left within the first 48 hours of the
round. Close to the end of a round you are no longer able to join or create
clans - this comes into force in the final 7 days.
Clan Leaders
Clan Leaders are the key to success for all clans. A clan must have an
excellent leader to keep control and become unstoppable.
Clan Co-Leaders
Available only in a Platinum clan, the Co-Leader has all the same abilities as the Clan Leader except for: Change Clan Leader, Delete Clan.
Clan Trustees
Clan Trustees are almost like the clan leader. They exist to help the clan leader. In a Platinum Clan, the first CT can use the All Clan Message option to instantly send private messages to all clan members. If you are in a Platinum Clan, the CL and CO can set the rights for each single CT.
In NukeZone, a Clan has three goals: Increase networth, increase clan points and/or increase combo points. Clan points are only gained by attacking in a clan war. You must be in a clan for your province to earn Clan points. Clan points are awarded based on the total damage inflicted and the percentage of networth damage done to the enemy by an attack. The more damage you do, the more points your clan will receive.
When your clan declares war on another clan, you will receive 1-20 points depending on the damage inflicted for the first 48 hours. Then the maximum points you can gain drops by 2 points and continues to reduce by 2 points every subsequent 24 hours to a maximum of 4 points.
If another clan declares on your clan, you will receive 1-10 points when attacking them, again depending on the damage inflicted. In order to gain 1-20 points by attacking them you must declare back - this is known as a mutual war. Once your clan declares back you will have 48 hours of being able to get 1-20 points before the maximum points you can get begin to drop as described above.
If your
clan does not declare back you will always get 1-10 points per attack. Note:
different rules apply on the size of provinces you can attack depending on the
type of war; mutual or one-sided. See 6.3 - Clan Wars for details.
When you kill a province in a one sided war you receive 25 clan points, when
you kill a province in a mutual war you receive 50 clan points. Clan points
gained from satellites, including for kills, are based on the amount of
satellite power used.
When
you kill a province of $10,000 networth or lower you do not gain any clan points.
However, you still gain 1 kill on your stats record. You do not gain any clan
points when attacking a province of $10,000 networth or lower. Each time a clan
achieves a bonus level every province will receive a bonus of 150 turns and
$750,000 (100 turns and $500,000 for every 5000 points after 100,000 points).
You must be a member of the clan for at least 72 hours to receive a clan bonus.
After your clan’s first 2500 points your clan receives a mini bonus worth half
a normal bonus. You will receive a normal clan bonus for each 5000 points
below 100,000 points, after 100,000 points this is for every 5,000 points. A
mega clan bonus is awarded at 50 000 clan points, 100 000 clan points, 150 000
clan points, 200 000 clan points etc. and is 2 times the regular bonus. Both
the turns and the money are increased with these special bonuses.
In NukeZone, when a clan is mad and wants vengeance over another clan, or the members just simply want to earn clan points, they declare war on the other clan. It can be fun and sometimes even be hard. This is why all clans must be at their prime and be prepared for a war at all times. After a CL or CT has declared war, they cannot declare peace for the next 24 hours. In addition, if one clan declares war against another clan, the networth attack restrictions are still in place. However, if both sides declare war on each other, the networth attack restrictions are removed. Networth restrictions always apply the first 24 hours after joining a new clan and if you are using a thief or sniper, even in a mutual war. Clans may resume a war at any time after declaring peace as long as they don’t already have 3 current war declarations against other clans; if they do then they must declare peace with at least 1 clan before they are able to resume the war. Once a war is resumed it must last a minimum of 24 hours before peace can be declared again.
Clan Forums are an excellent form of communication for a clan. You and your clan mates can discuss anything you want in there. You can post things like target provinces, ask for help, etc. It is the only forum not moderated by the Administrators and Moderators. The CL and CTs may edit/lock/delete whichever message they want on the Clan Forum.
Gold clans have the additional benefit of the Forum Management tool. This allows the clan leader to organize the clan forums and to give them custom names. It is possible to make a forum that only clan trustees can visit or a read-only forum.
Clan tags are used to represent what clan a province is in. This is what it looks like: [TAG]Province.
By
clicking the Clan link, you come to a page with several links dealing with your
clan. Depending on if you are the CL, CO or a CT, some links might be crossed
out. This means you do not have access to these areas. Here is all the
information about each Clan Page.
Properties
Only the Clan Leader or CO can adjust the clan properties. In the properties page, the CL or CO can add or edit the clan name, clan tag, clan password and the location of the clan logo. The CL or CO may also choose to restrict shared military information for all new members for a period of time. Valid settings for this option are: None (no restrictions), 12 hours, 24 hours, 36 hours, 48 hours and 72 hours.
Clan Co-Leader/Trustee Management
Only the Clan Leader or CO can adjust the Trustee Management. Clan Leaders can choose their Clan Co Leader. Clan Leaders and CO’s can choose up to 5 CT’s from this page and enable or disable certain privileges for each CT individually.
Send Aid
All members of the clan may access this page. Before you can send aid you must specify the receiver and enter the amount of money to send, and then press the Send Aid button. You can only send 1/3 of your available amount of money 3 times a day. Target province networth may not be larger than yours. You cannot send or receive aid when in nuke protection. Sending aid also costs you a ‘tax’ of 1 turn and 25% of the money sent, unless you have 100% banking research, where the 25% charge is removed. Provinces must be in the clan at least 72 hours before they can send or receive aid.
Invite Player
Only
the CL, CO and CT’s can invite other provinces to join the clan. The networth
of the other province does not matter. Mass inviting is not accepted. A clan
can have a limit of 20 players including the CL. The CL or CO can create a
short custom message which is included with the invitation sent to a province.
Clan Information
All members of the clan may access this area. On this page you can find a list of all members of the clan and their respective clan points acquired. Everything you see on the clan page is what everyone else sees except the amount of clan points a member has acquired.
Statistics Central (Platinum Clans only)
All clan members can access this page. This displays useful statistics including a Clan Overview, Clan Statistics and War History. The Clan Overview is updated on a real time basis and includes Last Login, Last Attack, Turns, Logins Per Day (LPD), Attacks Per Day (APD), Points Per Day (PPD). The Clan Statistics are updated every 6 hours and displays the province with most/least of the following: attacks made, attacks suffered, missiles sent, kills, times killed, clan points, aid sent, land, networth, units, buildings. The War History provides information about the clan’s previous wars.
Spy Reports (Platinum Clans only)
All clan members have access to this page. The Spy Report page is separated into clans and clanless provinces. Only the CL, CO and CT’s are able to delete the reports.
Clan Wars
All members have access to this area. This page displays a list of the clans that yours has currently declared war against; as well as the clans that have currently declared war against yours. This page also displays all clans you have declared peace on in the last 10 days.
Declare War/Peace
Only
the CL, CO and CT’s may access this page. They can declare war against another
clan by entering the Clan ID of the clan they want to go to war with (must be
in Networth Range of entire Clan Networth). If your clan has declared war
against another clan more than 24 hours ago, your clan’s CL, CO or CT can
declare peace with the other clan by typing in the other Clan’s ID in the text
box provided.
Clan Message
Only the CL, CO and CT may access this page. They can post Clan Messages, which appear in the main page when a clan member logs in to NukeZone. If you have a gold clan, the CL, CO or CT can preview the message before posting it to check for errors. This is a great way to say something important and assure it reaches all clan members immediately. You can use certain G-Codes in the clan message – gold clans have additional G-Codes that they can use. G-Codes are explained further in section 7.2.
Clan Poll (Gold/Platinum Clans only)
Only the CL, CO and/or a CT’s can access this page. They are able to create or edit the clan polls from here. Only one clan poll can be created within a 24 hour period.
Clan Poll Archive (Gold/Platinum Clans only)
All members can access this page. This is where the archive of previous clan polls is stored.
Clan Forum Management (Gold/Platinum Clans only)
Only the CL and CO can access this area. This allows the CL or CO to change clan the forum settings and create new clan forums. The CL and CO of a Platinum Clan can give CT’s the ability to access this area.
Domain Management (Platinum Clans only)
Only the CL or CO has access to this area. Here the CL or CO can request a custom NukeZone domain (tag.nukezone.info – where ‘tag’ is the clan’s existing tag) and sub-domains for their clan homepage.
Receive Clan Bonus
All members can click on this to receive the Clan Bonus after the clan has reached 5,000, 10,000 and further multiples of 10,000 Clan Points. This link is enabled within 30 minutes after your clan has reached the Clan Bonus. You will receive a local event when this page has been enabled. If you do not go to this page to receive the bonus within 3 days of it being enabled you will automatically receive it. If you are in vacation mode at the time your clan receives a bonus then you will not receive a share of it. You need to be in the clan for 72 or more hours to be able to receive the bonus.
Clan Recruiting
Only the CL, CO and CT’s have access to this area. This is where a clan can look for new members and specify the criteria which potential members must meet.
Find New Clan
Everyone has access to this area. This is where members can look for a new clan and specify the criteria which a potential new clan must meet.
Change Clan Leader
Only the CL may access this page. If a CL wants to give up the leadership, he can appoint a new leader of the clan. The old CL will then take over the new CL’s old position.
Leave Clan
All members may access this page. If a member of a clan chooses to leave the clan, they can leave the clan immediately. However, The amount of time that provinces must wait after leaving a clan before joining another now increases based on how many clans they have already joined during that round. For 1-3 clans it remains at 24h and 4-5 clans is now 48h; then for 6+ clans the amount of time will increase at regular intervals.
Delete Clan
Only the CL may access this page. If the CL chooses to delete the clan, he may do so by clicking on Delete Clan.
The CL, CO and CTs can view a complete list of pending clan invitations. They may also cancel any of these invitations; however invitations automatically expire after 7 days.
6.8 - Extended Military Information
Members of Gold Clans can choose to share their Extended Military Information, giving their clan mates the opportunity to view additional information about their province.
6.9 - War Status
Clan wars have
a Status rating of: Brave, Fearless, Neutral, Fearful or Cowardly. War Status is calculated upon declaration of a war, is used for
that individual war only, and is based on the following: total clan networth,
total clan members and clan points rank difference between yours and the enemy
clan. The larger the clan they declare war on, the more their status will rise
to the positive end of the scale. Adversely, the smaller the clan that is
declared upon, the more their status will fall to the negative end of the
scale. When a clan war declaration creates a mutual war, the war would be
guaranteed a War Status of either "Fearless" or "Brave".
The war status will affect the points you gain in a clan war: Brave (+20%),
Fearless (+10%), Neutral (0%), Fearful (-10%) and Cowardly (-20%).
At the end of each round, 11 different medals are given out to the leaders of each area.
Medal of Honor - Most clan points gained by a province
Medal of Growth - Highest networth
Medal of Death - Killed most provinces during clan wars (excluding provinces with a Networth below $10,000 at the time of being killed)
Medal of Earth - Highest Land Area
Medal of Courage - Performed most attacks
Medal of Thievery - Most money stolen
Medal of Devastation – Biggest amount of damage done with units in one single attack during a clan war.
Medal of Mass Destruction - Most total NW damage made using missiles
Medal of Superiority - Province who first reaches 2500 clan points, counting from the beginning of the round and based on Clan Points Gained (total).
Medal of Development - Province who first reaches $2,500,000 networth and keeps it for 48 hours. †
Medal of Accomplishment - Province who wins both the Medal of Honor and Medal of Superiority in the same round.
United Boundaries – Clan with the highest amount of land overall
United Arms – Clan with the most attacks made during clan wars
Golden Shotgun – First clan to reach 10000 points.
Golden Growth – First clan to reach 20 million $ Networth.* †
Points Champion – Awarded to the first 3 clans in the points toplist (Gold, Silver and bronze)
Networth Champion – Awarded to the first 3 clans in the Networth toplist (Gold, Silver and Bronze)
Combo Champion – Awarded for the first 3 clans in the Combo toplist (Gold, Silver and Bronze) **
*Golden Growth: First clan to reach 20,000,000 Networth and stays there for 24 hours. Only if no new provinces have joined the clan in the last 72 hours.
**Combo list: Combo points will be awarded to the top 100 clan rankings for points and for networth. Clans will gain 1-100 points (rank #1 giving 100 points and rank #100 giving 1 point - anything beyond the rank of #100 receives zero points). Points are awarded daily as of midnight CET (server time), if the clan is in both top lists they will receive an additional 10% more points. So the maximum combo points a clan can obtain each day is 220 Combo points (100 for being number 1 in the Points-toplist, and 100 for being number 1 in the NW toplist + the 10% they get for being in both toplists = 20).
† Time spent in Vacation Mode does not count towards Medal of Development or Golden Growth.
The
following G-Codes can be used in private messages, clan messages and on the
forums. Please note that all G-Codes are case sensitive, except the G-Codes
used in Clan Messages. If auto-linking is enabled all your entered URLs will
automatically be transformed into clickable hyperlinks. Easy and simple link
creation, simply enter the URL! However your URL must start with one of the
following: http://, https://, ftp:// or www.
Available
Tags in Private Messages:
|
Tag |
Output |
|
[USERPROVINCE] |
Inserts
the reader’s province name. |
|
[USERID] |
Inserts
the reader’s province id. |
|
[NAME] |
Inserts
the reader’s name. |
|
[B] [/B] |
Text
between these tags is displayed in bold. |
|
[I] [/I] |
Text
between these tags is displayed in italic. |
|
[U] [/U] |
Text
between these tags is displayed underlined. |
Available Tags
in Clan Messages (Only available for Gold/Platinum Clans):
|
Tag |
Output |
|
[B] [/B] |
Text between these tags is displayed in bold.# |
|
[I] [/I] |
Text between these tags is displayed in italic.# |
|
[U] [/U] |
Text between these tags is displayed underlined.# |
|
[S] [/S] |
Text between these tags is displayed with a line through the middle the text. |
|
[HR] |
Inserts a horizontal line. |
|
[CENTER] [/CENTER] |
Text between these tags is displayed center aligned. |
|
[LEFT] [/LEFT] |
Text between these tags is displayed left aligned. |
|
[RIGHT] [/RIGHT] |
Text between these tags is displayed right aligned. |
|
[COLOR=name] [/COLOR] |
Text between these tags is displayed in specific color. See below for available font colors. |
|
[FONT=name] [/FONT] |
Text between these tags is displayed in specific font. See below for available fonts. |
|
[SIZE=number] [/SIZE] |
Text between these tags is displayed in specific size. See below for available font sizes. |
|
[LAST_EDITED] |
Example output: October 5th, 2002 01:45 CET |
|
[EDITED_BY] |
Name of CT/CL who edited the message. |
|
[CLAN_POINTS] |
Inserts total amount of current clan points. * |
|
[NEXT_BONUS] |
Inserts amount of points required to reach next bonus. * |
|
[NW_RANK] |
Inserts the current Networth rank of your clan. ** |
|
[PTS_RANK] |
Inserts the current Points rank of your clan. ** |
|
[CBO_POINTS] |
Inserts the Combo Points of your clan. |
|
[CBO_RANK] |
Inserts the current Combo Points rank of your clan. |
|
[24H_CLAN_POINTS] |
Inserts clan points gained over 24 hours. |
|
[24H_PTS_RANK] |
Inserts ranking over 24 hours in clan points gained. |
* Note: With the [CLAN_POINTS] and [NEXT_BONUS] tags, if you wish to have a "p" after the points (e.g. "We have this many clan points: 2500p"), the "p" must be added following the tag [CLAN_POINTS]p. You can enter anything after the tag, not just the "p", so could for example enter "[CLAN_POINTS] points".
** These values are updated once every 6 hours.
# Also
available for Normal Clans.
Available Tags on the Forums:
|
Tag |
Output |
|
[B] [/B] |
Text
between these tags is displayed in bold. |
|
[I] [/I] |
Text
between these tags is displayed in italic. |
|
[U] [/U] |
Text
between these tags is displayed underlined. |
Available
Special Tags on the Clan Forums (Only available for Gold/Platinum Clans) *:
|
Tag |
Output |
|
[S] [/S] |
Text
between these tags is displayed with a line through the middle of text. |
|
[IMG]url[/IMG] |
Inserts an image. Specify the image source by entering the full url between these tags. |
|
[COLOR=name] [/COLOR] |
Text between these tags is displayed in specific color. (see below for valid colors) |
|
[FONT=name] [/FONT] |
Text between these tags is displayed in specific font. (see below for valid names) |
|
[SIZE=number] [/SIZE] |
Text between these tags is displayed in specific size. (see below for valid sizes) |
* Only available if your CL has enabled it on the Clan Forum Management page.
Available Font
Colors:
Aqua, black, blue, fuchsia, gray, green, lime, maroon, navy, olive, pink, purple, red, silver, teal, white, yellow. In addition, you may also enter any hexadecimal color code. Please note that the # sign is required when doing so.
Available Fonts:
Arial, Comic Sans, Courier New, Georgia, Helvetica, Impact, Times New Roman, Verdana
Available Font Sizes:
The number
argument can still be any number between 0-6, but you may now also specify any
custom size you want by adding “pt” after the number. So 16pt means size 16.
The old style 0-6 is translated as follows: size 0=8pt, size 1=10pt, size
2=12pt, size 3=14pt, size 4=16pt, size 5=18pt, size 6=20pt.
As a Gold Clan, not only do you have the ability to use the regular G-Codes, you also get an extended version of it. It can only be used in the clan message and can be used by Gold Clans and Platinum Clans only. A CL/CT can easily target a province and/or a clan by using these codes. The Extended G-Codes are not case-sensitive. A clan message can contain a maximum of 25 Extended G-Codes.
Available
Extended G-Codes in Clan Messages (Only available for Gold/Platinum Clans):
|
Tag |
Output |
|
[P=id] |
Creates a link to the specified province.. |
|
[C=id] |
Creates a link to the specified clan. |
|
[A=id] |
Creates a link to the aid page for the specified province |
|
[R=id] |
Creates a link to the specified enemy province’s spy report. |
|
[CR=id] |
Creates a link to all of the specified clan's spy reports. |
|
[PNW=id] |
Inserts the specified province's name and networth and creates a link to the attack page. The networth will be made bold if the enemy is within the viewer's attack range. |
|
[NW=number] |
The number must be a valid networth value. The networth is formatted and will be made bold if the enemy is within the viewers attack range. |
|
[URL=link]text[/URL] |
Turns the "text" into a hyperlink to click on. Valid "link" types are http, https, ftp, irc |
|
[TIMER=YYYY-MM-DD hh:mm] |
Turns the time into a countdown timer. |
Using this feature is fairly simple. While typing a message, a CL/CT can target a province by typing: [P=ProvinceID] or [C=ClanID]. By doing so, this converts the ID Number into your target's Province or Clan Name and ID Number as well as creating a clickable link to the province/clan information page.
Example: A CL/CT types in, "...War. Everyone attack this guy, [P=123]!" The G-Code converts this to, "...War. Everyone Attack This Guy, FakeProvince (#123)!", where the "FakeProvince (#123)" part is a clickable link that brings you to this enemies province information page. The same is done with clan targets.
If you need technical support please contact our Customer Support by sending an in-game message to Customer Support (found in your contact list when you write a message) or simply post a message in the Technical Support and Bug Reports forum. Links to the multi report system, the EULAs and other important resources can be found by clicking the help link in the top right.
If you have an idea or a suggestion, please post it in the Suggestions and Ideas forum.
Please report all bugs in the Technical Support and Bug Reports forum. Bugs that might affect the security or integrity of NukeZone and the server should NOT be posted in public; please inform the Customer Support directly by using one of the above-mentioned ways.
8.4 - IRC
NukeZone has
its own IRC channel on the QuakeNet network. This is the place where the NZ
Crew and the most experienced players hang around. Everyone is welcome!
Network: QuakeNet
Server: irc.quakenet.org
Channel: #NukeZone (for general NukeZone chat)
#NZSupport (for any game related problems/questions you might have)
#NZVeteran (must be veteran to join)
A quick IRC guide to get you online can be found here:
http://www.nukezone.info/ircGuide.aspx
The Game Rules can be found at: http://www.nukezone.info/gameRules.aspx
The Forum Rules can be found at: http://www.nukezone.info/forumRules.aspx
8.6 - Credits
The NZ Crew:
Stefan Karlström (aka Guffy) – CEO, Lead Developer, Chief Administrator
Anthony Wiezoreck (aka EhpeX) – Chief of Operations, Administrator
Steve Brown (aka Primal) – Assistant Director of Operations, Administrator
Christian Anderstedt (aka glamDring) – Administrator
Chris
Twine (aka Aqua) – Game Moderator+
Keith Hodge (aka Pappahodge) – Director of Customer Relations, Game Moderator+
Tim Bos (aka Bosje) – Chief of Information, Game Moderator
Tom Henderson (aka Tommy) – Forum Moderator
Danny Groenen (aka The Hero) – Forum Moderator, Assistant Chief of Information
Lars
Haglund (aka Zuckuss) – Forum Moderator
Steve Jacks (aka Ambius) – Forum Moderator
Donald MacLean (aka Donald) – Forum Moderator
Anders Viktor Helin (aka Rah) – Forum Moderator
David (aka Riker) – Forum Moderator
Special Thanks To:
Rob
Parker (aka Ethiaa) – Ex Administrator
Tim Cheng (aka Timbos the Mod) – Ex Game Moderator
David Wahlqvist (aka Nakith) – Ex Game Moderator+
Erik Samuelsson Lantto (aka Rotis) – Ex Game Moderator+
Mark Maguth (aka KriM) – Ex Game Moderator+
Jay FooShang (aka FooShang) – Ex Game Moderator+
Joynal Rab (aka m0rph) – Ex Game Moderator+
Dave St.Onge (aka Greyhound) – Ex Game Moderator
José Alberto (aka Taco) – Ex Game Moderator
Jordan
Schaefer (aka Taurus) – Ex Game Moderator
Andreas Kalin (aka Andy) – Ex Game moderator
Charly Romanowski (aka Fortitudo) – Ex Game Moderator
Peter Sandham (aka Psycho) – Ex Game Moderator
Paul Siddall (aka Dakeyras) – Ex Game Moderator
Chris Norton (aka FireHawk) –Ex Game Moderator
Torsten Krüger (aka Gexter) – Ex Forum Moderator
David Nebl (aka Soulless) – Ex Forum Moderator
Matthew Siddall (aka Zelazny) – Ex Forum Moderator
Ronald Visser (aka Ivan) – Ex Forum Moderator
Natalie
Krywionek (aka NaL) – Ex Forum Moderator
Danny McCarthy (aka Augustus) – Ex Forum Moderator
Deron Poisson (aka Balance) – Ex Forum Moderator
Malte
Scheidegger (aka Mocha) – Ex Forum Moderator
Martyn Skolt (aka Nickel Coated) – Ex Forum Moderator
Chris Knight (aka Cyrris) – Ex Forum Moderator
Dave Hayward (aka MEGAginge) – Ex Forum Moderator
Jeremy
Genrich (aka Talion) – Ex Forum Moderator
Jurgen Gaeremyn (aka White Flag) – Ex Forum Moderator
Tresja Potts (aka Melone) – Ex Forum moderator
Robert Thibblin (aka Neoterra) – Ex Forum Moderator
Ronald Trozzo (aka Flying Swordsmen) – Ex Forum Moderator
Robin Erdal (aka Highwind II) – Ex Forum Moderator
Bonnie Malmström (aka thAw) – Ex Forum Moderator
Martin Nilsson (aka Stoot) – Ex Forum Moderator
Maxime Daigneault (aka Drask) – Ex Forum Moderator
John Straka (aka Gigiya) – Ex Forum Moderator
Glenn Clugston (aka Blue) – Ex Forum Moderator
Maarten Raaijmakers (aka BladiN) – Ex Forum Moderator
Nicola Carter - Barnes (aka Penna) – Ex Forum Moderator
Val McCubbin (aka Valkyrie) – Ex Forum Moderator
Rik Hagens (aka Logi) – Ex Forum Moderator
Jon Anzalone (aka ncb) – Ex NZ Portal Chief of Staff, Ex Forum Moderator
Alves Santana (aka FutileRageX) – Ex Forum Moderator
Jinxed – Ex Forum Moderator
Jarrad Franco (aka DoC) – Ex Forum Moderator
Jonaton Desmyter (aka Jupke) – Ex Forum Moderator
Clayton Nash (aka Kombu) – Ex Forum Moderator
Duane Waldman (aka Waldo) – Ex Forum Moderator
Wim Wauters (aka GranDaddy) – Ex Forum Moderator
Joan Lindblad – Creator of the local/global event icons
A very special thanks to Eivind Olafsen for his continued support, donations and patience.
Large Donators:
Erik Isaksson, Eric Olson, Miranda Fransen, Trevor Douglas and R.de Rijk.
Medium Donators:
Andreas Kalin, Rich Thorne, Joakim Bergman, Peter Byrne, Oscar Wissinger, Jaimy Manneveld, Pip Gowsell, Erwin Manders, Robert Crooks and Oskar Nätt.
Manual written by Stefan Karlström, Anthony Wiezoreck, Steve Brown, Tim Bos and
Keith Hodge.
Manual last updated on May 28, 2009.
Have fun!