Beta 1 | Ends: Wed 13 May, 20:00 | Tick: 922

Missiles

Missiles are single-use strategic weapons built over time and fired at enemy kingdoms. They deal shield damage to the target and can destroy a large amount of structures if shields are breached, they contribute to your combat score, and can be a key part of a coordinated attack alongside fleet combat and probes.

Building a Missile

Missiles are built through the build queue using a dedicated missile rate slider. This works the same way as the expansion rate - you set a percentage of your production that is continuously drawn into the missile build queue. The rate runs from 10% to 100% in steps of 5%.

Only one missile can be building at a time. Once complete, it is added to your arsenal and another can be queued.

Missile Yield

The strength of a missile is determined by how much energy and mass went into building it, with one important rule: the split between energy and mass must be as equal as possible to maximise yield.

The formula applies a balance penalty proportional to how unequal the two inputs are. If energy and mass are identical, you receive the full yield. The more they diverge, the lower the output. A missile built with a heavily skewed ratio will be significantly weaker than one built with balanced resources.

Yield is displayed in kilotonnes (KT), megatonnes (MT), or gigatonnes (GT) depending on the missile's strength.

Launching

Missiles are launched from the Attack page. Select a target kingdom and choose which missile to fire. You are limited to 5 launches per 12 hours, so timing your strikes matters.

A successful missile strike reduces the target's shields. Accumulated shield damage from repeated strikes compounds - a weakened shield makes fleet attacks significantly more effective on the same target.

If a shield is reduced to zero, then a missile will impact large scale damage to the targets structures, destroying them.

Firing a missile earns combat score based on the missile's yield, so even missiles that do not immediately change the outcome of a conflict contribute to your score total.

Shield Damage

When a missile hits, it deals damage equal to one quarter (25%) of its yield to the target's shields.

Missile yieldShield damage
1 MT250,000
10 MT2.5 MT
100 MT25 MT

Strikes stack - each hit reduces the shield further. Once a shield reaches zero, the next missile bypasses it entirely and causes mass structural damage, destroying a large number of the target's buildings.

Recycling

Any missile that has not yet been fired can be recycled. Recycling returns 50% of the energy and mass that went into building it. This lets you recover resources if your strategic situation changes, at the cost of losing the other half.

Tips

  • Keep your missile rate active throughout the round. Missiles sitting in your arsenal are score and damage potential waiting to be used.
  • Balance your energy and mass inputs. If your production is heavily skewed toward one resource, use the exchange on the Resources page to rebalance before the missile completes.
  • Probe the target first to check their shield level. Firing into a full shield wastes yield; a damaged shield multiplies the impact.
  • Coordinate launches with fleet attacks. Soften shields with missiles first, then follow up with a fleet strike while shields are down.
  • The 5-launch limit resets on a rolling 12-hour window, not at a fixed time. Track when your earliest launch expires to plan your next salvo.