NukeZone

MANUAL

v1.1.4

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. Every season is a fresh start, giving all players an equal opportunity to compete for medals, awards, and leaderboard rankings.

What Happens at Season End

When a season concludes, a full reset takes place:

Reset

Preserved

Protection

Medals & Awards

Player Medals and Clan Awards are distributed to recognize season performance before the reset takes place.

Headquarter

HQ Operations

TBD

General

Your General is a persistent commander that levels up through combat and missions, earning skill points and unlocking powerful abilities along the way.

Leveling Up

Your General earns XP from army attacks, missile attacks, and missions. Each level up grants 1 skill point to invest in the skill tree.

Stamina

Stamina is used to activate offensive and defensive abilities, and to start covert missions. Your base stamina capacity is 10, and it regenerates over time based on your Combat Endurance research level. Stamina can also be gained from successful Training Exercise field missions.

Skill Tree

The skill tree is divided into three categories: Warfare, Intelligence, and Logistics. Each category has 13 nodes arranged in a branching tree structure. You can invest skill points in any category as you earn them.

Nodes must be unlocked by investing in their parent node first. Some nodes in the middle of the tree can be reached from either the left or right branch. The two final nodes in each category require at least 12 skill points invested in that category before they can be unlocked.

Skill points are permanent and cannot be reassigned.

Warfare Skills

Warfare skills enhance your offensive and defensive combat power, unlock advanced missiles, and improve missile capabilities.

Intelligence Skills

Intelligence skills improve your covert operations, intel gathering, and counter-espionage capabilities.

Logistics Skills

Logistics skills improve your economy, production speed, resource efficiency, and base management.

Offensive Abilities

Offensive abilities are activated during army or missile attacks, consuming stamina for a one-time effect. Some abilities are unlocked through the skill tree.

Defensive Abilities

Defensive abilities are activated in advance and remain active for 48 hours, protecting your base from incoming attacks. Each ability has a limited number of uses before it expires.

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 provide only 50% of their normal benefits until repaired. Buildings automatically repair over time in three batches spaced evenly over 12 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 - Reduces the time required for training ground units. Every 5 factories provide 1% time reduction (at a rate of 0.2% per factory), up to a maximum of 50% time reduction at 250 factories.

Hangar - Reduces the time required for training air units. Every 5 hangars provide 1% time reduction (at a rate of 0.2% per hangar), up to a maximum of 50% time reduction at 250 hangars.

Shipyard - Reduces the time required for training naval units. Every 5 shipyards provide 1% time reduction (at a rate of 0.2% per shipyard), up to a maximum of 50% time reduction at 250 shipyards.

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.

Bulk Orders

When placing construction orders for buildings, ordering in bulk provides a time discount. This discount reduces the total construction time based on the quantity ordered:

This bulk discount encourages efficient production planning and rewards players who build strategically in larger batches rather than placing many small orders.

Demolishing Buildings

Buildings can be demolished from the Buildings screen. Demolishing a building is instant and frees up the land it occupied. No refund is provided for demolished buildings.

Selling Land

Unused land can be sold from the Buildings screen. Each parcel of land sells for a fixed price. You can only sell land that is not occupied by buildings.

Army

Your army consists of ground, air, and sea units that defend your base and can be deployed on attacks and missions.

Selling Units

Units can be sold from the Army screen for a 75% refund of their original cost. Selling units is instant and frees up housing capacity. The Salvage logistics skill increases the refund to 90%.

Bulk Orders

Unit production also benefits from bulk order discounts. See the Bulk Orders section under Buildings for details.

Missiles

Missiles are powerful weapons that can be launched at enemy bases to destroy units and buildings. There are six missile types, each with different damage output and effectiveness:

Missiles must be produced before they can be launched. Production takes time and money, with more powerful missiles requiring longer production times.

Bulk Orders

Missile production also benefits from bulk order discounts, though with different thresholds:

This earlier discount threshold reflects the longer production times and higher costs of missiles, making bulk production more accessible.

Research

This section is coming soon.

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.

Supply Convoy - Send money to a clan mate. You can transfer between $100,000 and 50% of your current funds (up to a maximum of $2,000,000). If the mission fails, the money is lost.

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. Choose from three intel scopes:

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

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.

Attack Restrictions: You cannot attack players under a peace treaty. Peace treaties protect players from all attacks until the treaty expires.

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.

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 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.

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

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 (increased with the Rearm warfare skill), with a maximum capacity of 100% (increased with the Stockpile logistics skill). The amount of power you allocate determines the missile's destructive potential.

Launch Times: Different missile types have different launch times ranging from 20 to 90 minutes. This represents 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.

Offensive Abilities: You can also use your General's stamina to enhance missile attacks. See Offensive Abilities for details.

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 4.5 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 12 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:

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:

War Duration Decay:

To encourage decisive conflicts and prevent prolonged wars, clan points earned decay over time based on how long the war has been active:

The current points potential is displayed in the clan wars list (e.g., "2x" for a fresh mutual war, "1.5x" for a mutual war at 75% decay). The decay timer is based on when the war first started (when the first clan declared), so both clans share the same decay timeline. The only way to reset the decay is for both sides to declare peace, ending the war completely.

Clan Bonus

For every 5,000 clan points your clan accumulates, all members receive a bonus of $1,500,000, 10 gold, and 10 stamina. Every 5th bonus level the payout is doubled.

To be eligible for a clan bonus payout, you must have been a member of the clan for at least 36 hours.

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 resets at the start of each season.

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. This leaderboard resets at the start of each season.

Medals & Awards

At the end of each season, players and clans are recognized for their achievements with medals and awards. These honors celebrate excellence in various aspects of gameplay.

Player Medals

Individual players can earn the following medals based on their season performance:

Milestone medals are awarded to the first player to reach the milestone each season. Once claimed, no other player can earn that medal for the rest of the season.

Clan Awards

Clans can earn the following awards based on their collective achievements:

Milestone awards are awarded to the first clan to reach the milestone each season. Once claimed, no other clan can earn that award for the rest of the season.

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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