
Conqora guide · updated 2026-10-14
Nukes are how Conqora matches turn around. A player at 70% of the map can lose a third of their troops and every building in a region to one well-placed hydrogen bomb. This guide covers each weapon, the defence against it, and the etiquette that keeps your allies.
A silo costs 1M gold and launches one weapon at a time; after a launch it cools down for 75 seconds (45 with the fast economy modifier). You pick the target by clicking anywhere on the map within about 150 tiles of the silo. Build silos deep inside your land: a silo on the border is captured with the tile it stands on.
| Weapon | Cost | Blast | Use it for |
|---|---|---|---|
| Atom Bomb | 750K | Inner radius 12 tiles (everything destroyed), outer 30 (heavy damage) | Killing a cluster of buildings, opening a border, punishing a boat landing |
| Hydrogen Bomb | 5M | Inner 80, outer 100: a whole region | Breaking the leader, wiping a nation, ending a stalemate |
| MIRV | 35M | Splits into many warheads (inner 12, outer 18 each) spread over the target's land | Flattening an empire in one launch; the answer to a player near 80% |
A blast kills the troops on every tile inside it, destroys buildings, and leaves fallout: tiles nobody can grow troops on, that are harder to attack across for a long time. Fallout on your own land is a self-inflicted wound; aim with the edge of the blast on your border, not the centre.
A SAM costs 1.5M (rising to 3M) and shoots at nukes and bombers that fly over its range. It hits a nuke 80% of the time and a bomber 85% of the time, then reloads for 75 seconds. Against a MIRV each SAM gets one shot at a warhead with a 50% chance, so one SAM does not stop a MIRV; three or four spread out take a real bite out of it. Place SAMs on the side the nukes come from and in front of your cities, not behind them.
An Aircraft Carrier (built at a port; one carrier per three port levels) offers two strikes with a cooldown of three silo cooldowns between them. Air Raid (150K) sends a bomber to destroy one building near the coast within 110 tiles of the carrier. Nuke Bomber (750K) drops an atom bomb, with no silo needed; the bomber can be shot down by SAMs on the way. Carriers give a sea power nuclear reach without a silo on land.
If a blast kills more than about 100 of an ally's troops or lands on their tiles, the alliance breaks and you are the traitor. Before launching near an ally, look at where the outer radius falls. A hydrogen bomb's 100-tile radius is bigger than it looks on a zoomed-out map.
A player at 65–75% of the map has one weakness: their land is everywhere, so their SAMs are thin. Coordinate with the remaining players (quick chat: "Target" marks a player for your allies), launch from different directions in the same minute so the SAMs can't reload, and aim at the cities, not at empty land: killing capacity stops their growth, and the fallout keeps the region dead. If you can afford a MIRV, use it on the densest part of their empire; it is the most cost-effective weapon in the game per tile destroyed.