NukeZone

MANUAL

v0.9.8

Getting Started

Welcome to NukeZone! This guide will help you understand the core mechanics and get you started on your path to domination.

Starting Resources

When you begin your journey in NukeZone, your base starts with the following resources:

Peace Treaty Protection

New players are protected under a 72-hour peace treaty that shields you from all enemy attacks while you establish your base:

Understanding the Interface

The interface is organized into five main tabs, each serving a specific purpose:

At the top of the screen, you'll always see your current resources (money, land, gold) and your total networth, which shows the total value of your entire base.

Resources

In NukeZone, patience is part of the strategy. Most actions require time to complete, whether you're building, training, researching, or producing missiles. Time isn't a resource you manage directly, but it's an important constraint that shapes your strategy. The three core resources you'll actively manage are listed below.

Money and land can be stolen by other players through attacks and covert missions, but gold cannot be stolen.

Money

Money is your primary resource for building and expanding your base. You earn a steady hourly income that can be significantly increased through research and headquarter upgrades.

Earning Money:

Using Money:

Gold

Gold is a valuable resource with limited availability, making it important to spend wisely.

Earning Gold:

Using Gold:

We plan on adding more robust ways to earn gold in a future update.

Land

Land is the foundation of your base. Each building requires 50 land to construct, making land essential for expanding your infrastructure.

Acquiring Land:

Increasing Land Gains:

Defensive Boost: The amount of unused land improves the health of your buildings for incoming attacks by up to a 40% boost for up to 25% unused land. You can view your current defensive boost on the Base > Buildings screen.

Additional resources may be introduced in future updates. We'd love to hear your ideas for new resources that could create exciting gameplay scenarios.

Seasons

NukeZone is organized into seasons, each lasting 60 days. These seasons provide fresh competitive opportunities while preserving your long-term progress. When a season ends, the next season begins immediately with no downtime.

What Happens at Season End

When a season concludes:

We are working on a partial reset of Headquarter and General XP/Levels. This could involve reducing levels by either a fixed amount or a percentage to maintain competitive balance while preserving your progress. More details will be announced as this system is finalized.

Buildings

Buildings unlock key capabilities and boost your performance. Each building costs money and takes time to construct. You can build one type of building at a time. Premium membership allows you to queue multiple orders that automatically execute in sequence.

Building Damage and Repairs: Buildings can be damaged or destroyed in attacks. Damaged buildings temporarily go out of service and provide no benefits. Buildings automatically repair over time in three batches spaced evenly over 18 hours (can be shortened by research):

You can see how many buildings of each type are damaged. Detailed visibility into repair timing for each batch is coming in a future update.

Research Lab - Reduces the time required for research. Every 20 labs provide 1% time reduction (at a rate of 0.05% per lab), up to a maximum of 25% time reduction at 500 labs.

Housing - Houses all unit types. Ground units use 1 housing capacity, air units use 2, and sea units use 3. The capacity provided by each housing building increases as you level up your headquarter. You can view your current housing capacity per building on the Military > Army screen.

Factory - Increases ground forces training speed.

Hangar - Increases air forces training speed.

Shipyard - Increases naval forces training speed.

Defensive Buildings

Missile Turret - Defensive structure that deals damage to attacking ground forces.

SAM Site - Defensive structure that deals damage to attacking air forces.

Torpedo Launcher - Defensive structure that deals damage to attacking naval forces.

Research

Research Trees

TBD

Economic Research

TBD

Military Research

TBD

Intelligence Research

TBD

Military & General

Units

TBD

Missiles

TBD

The General

TBD

General Skills & Abilities

TBD

Missions

Field Missions

Field missions send your troops on assignments to earn resources, XP, and rewards. Units deployed on missions can't defend your base, and some missions may result in minor troop losses.

You must send at least 20% of your total army to start a mission. The more units you send, the faster the mission will be completed. Building a streak of successful missions further reduces mission time, each successful mission adds a 3% time reduction, up to a maximum of 30% at a streak of 10.

Exploration - Send troops to explore and conquer new land. This is your primary method of expanding your territory. The amount of land gained can be increased through the Enhanced Exploration research technology.

Training Exercise - Deploy troops on a training mission to gain General stamina. Training exercises help you build up stamina for covert missions without engaging in combat.

Covert Missions

Covert missions use your General's stamina to target enemy bases with covert actions. These missions gather intel, steal resources, or disrupt operations. Missions take time to complete and carry a risk of detection. There are three types of covert missions:

Espionage - Gather intel on enemy activities. Reveals detailed information about the target's base, units, and defenses.

Heist - Steal enemy funds. A successful heist allows you to take money directly from an enemy player's treasury.

Sabotage - Disrupt enemy operations by targeting specific aspects of their base. When you successfully send a saboteur, the target is affected for 24 hours.

Diminishing Returns: If another player uses the same type of sabotage mission against that enemy within the 24-hour period, the extra time added is reduced. Each subsequent mission adds only half the duration of the previous one. For example:

Multiple sabotage missions extend the duration of the effect but do not increase the effect strength itself.

Rolling Window: Only missions sent within the last 24 hours are counted. If the third mission happens 25 hours after the first, it will add +12 hours because only the second mission was within the last 24-hour window. This rolling 24-hour system ensures balanced gameplay by reducing the impact of coordinated attacks while still allowing sustained pressure.

Attacks

Army Attacks

Army attacks allow you to send your military units to attack enemy bases. You can deploy ground, air, and sea units to battle enemy defenses. Successful attacks reward you with stolen resources (money and land), General XP, and clan points if you're in a clan war.

Networth Limits: You can only attack players within 1.4x your networth. For example, if you have 100,000 networth, you can attack players between 71,429 and 140,000 networth. This restriction is bypassed in mutual clan wars.

Battle Outcomes: When you attack, your units battle the defender's units and defenses. The outcome determines losses for both sides. Units can be killed or wounded in combat. Buildings can be destroyed or damaged. If you win, you steal money and land from the defender and earn General XP and clan points. If you lose, you still suffer casualties and gain reduced XP, but no clan points.

Combined Arms Bonus: Armies with a balanced mix of ground, air, and sea units receive up to 10% increased damage effectiveness. This bonus rewards strategic unit diversity over single-type armies.

Returning Troops: After an attack, your surviving units take 3 hours to return to your base. During this time, they cannot defend your base or be used for other attacks. If you attack a smaller target (below your networth), the return time is increased by 15% as a penalty, unless you're in a mutual clan war. Return time can be reduced through the General's Logistics skill or the Instant Return ability.

General Offensive Abilities: You can use your General's stamina to activate special abilities during army attacks:

Attack Restrictions: You cannot attack players in your own clan, inactive players, or players under a peace treaty. Peace treaties protect players from all attacks until the treaty expires.

Missile Attacks

Missile attacks allow you to launch devastating strikes against enemy bases from a distance. Unlike army attacks, missiles take time to launch and reach their target.

Missile Power: Each missile attack requires a minimum of 20% missile power. Missile power regenerates over time at a rate of 5% per hour, with a maximum capacity of 100%. The amount of power you allocate determines the missile's destructive potential.

Missile Types: There are six missile types, each with different launch times and effectiveness against units versus buildings:

Launch Times: The times listed above represent how long it takes from initiating the attack until the missile hits the target. Launch times can be reduced through Hypervelocity Technology research. Once a missile is launched, it cannot be cancelled.

General Offensive Abilities: You can use your General's stamina to enhance missile attacks:

Healing & Repairs

After battles, your base needs time to recover from casualties and damage. This applies whether you're attacking or defending.

Wounded Units: Units that are wounded in combat take 6 hours to heal automatically. Wounded units cannot be used in offensive attacks, but will defend your base at reduced capacity with an increased chance of being killed if wounded again. Healing happens in three stages:

Healing time can be reduced by researching Advanced Triage in the Military research tree.

Damaged Buildings: Buildings that are damaged in attacks take 18 hours to repair automatically. Damaged buildings provide only 50% of their normal benefits until repaired. Repairs happen in three stages:

Repair time can be reduced by researching Rapid Repair in the Economic research tree.

Clans

Clans are groups of up to 8 members who work together to compete for season rewards and dominate the leaderboards.

Clan size will be increased in a future update.

Creating & Joining Clans

Cooldown Period: After joining or creating a clan, there is a 48-hour cooldown before you can join or create another clan. This prevents frequent clan hopping and ensures clan stability.

Clan Roles

Clans have a hierarchy of roles with different permissions:

Clan Trustees (CT1, CT2, CT3) - Trusted members who can help manage the clan:

CT2 and CT3 roles are available to clans with a Clan Premium membership.

Co-Leader (CO) - Second-in-command with extensive permissions:

Co-Leader role is available to clans with a Clan Premium membership.

Clan Leader (CL) - Full control over the clan:

Clan Wars

Clans can engage in up to 3 simultaneous wars with other clans. However, you can always declare war on a clan if it creates a mutual war, even if you're at the 3-war limit. Wars provide additional competitive opportunities and increased rewards.

War Types:

War Benefits:

New Member Protection: Even in mutual wars, networth attack limits remain enforced for the first 24 hours after a player joins a clan. Players who recently joined cannot attack or be attacked outside the 40% networth range until they've been a member for at least 24 hours. This prevents clans from recruiting high-networth players mid-war to gain an unfair advantage, giving opponents enough time to declare peace if needed.

War Duration & Peace:

During early access, the standard 40% networth limit for declaring clan wars is not enforced. This restriction will be enabled in a future update.

Clan Points

Clans earn points by performing successful attacks and missions while at war. Points are only awarded when clans are at war (incoming, outgoing, or mutual).

Points Earned:

Leaderboards

NukeZone features three competitive leaderboards that track player and clan performance.

Player Networth

Ranks all players by their total networth. Your networth reflects the cumulative value of your base, including resources, buildings, research, units, and missiles. This leaderboard persists across seasons, as your progress carries over.

Clan Points

Ranks clans based on points earned during the current season through successful attacks and missions while at war. See the Clan Points section for details on how points are earned. This leaderboard resets at the end of each season.

Clan Networth

Ranks clans by the combined networth of all their members. Like player networth, this reflects long-term progress and carries over between seasons.

Tips & Tricks

Discover useful shortcuts and interface features to enhance your gameplay experience.

Networth Trends

Next to any networth value displayed in the game (yours or other players'), you'll see a graph icon that shows whether the networth is trending upwards or downwards. This trend is calculated by comparing the current networth to the networth from 7 days ago, giving you quick insight into whether a player is growing or declining.

Navigation Shortcut

Tapping on an already selected tab (or double-tapping) is a quick shortcut to jump to the first subpage of that tab. For example, if you're on Base > Research and tap the Base tab again, you'll instantly return to Base > Overview.

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