When to Use Nukes — Costs, Blast Radius, SAM Coverage

An OpenFront atom bomb costs 750,000 — six cities. Hydrogen bombs cost 5,000,000. Blast radii are 30 and 100 tiles. Early nukes are almost always a mistake.

SOURCE-VERIFIED · 02bf82d Advanced Updated 2026-07-29 3 min read

The short version

  • Atom bomb 750,000 (six cities), hydrogen bomb 5,000,000 (forty)
  • Blast radius 30 and 100. Casualties scale with the target's troop density
  • SAMs do target MIRV warheads — the 9-second reload is what lets a salvo through

An atom bomb costs 750,000 and a hydrogen bomb 5,000,000. A city costs 125,000, so one atom bomb is six cities and one hydrogen bomb is forty.

Which gives you the answer most of the time: late, and only against someone you cannot out-grow. Gold spent on nukes early comes straight back as falling behind.

Prices

ItemCost
Missile Silo (prerequisite)1,000,000
Atom Bomb750,000
Hydrogen Bomb5,000,000
MIRV25,000,000, rising 15,000,000 per launch
SAM Launcher1,500,000 (3,000,000 from the second)

MIRV cost scales with how many you have already launched: 25,000,000, then 40,000,000, then 55,000,000.

Blast radius

TypeInner (total kill)Outer (damage)
Atom Bomb1230
Hydrogen Bomb80100
MIRV warhead1218

The hydrogen bomb’s inner radius of 80 is far larger than the atom bomb’s outer radius of 30. It costs 6.7× more and destroys considerably more than 6.7× the area.

Troop casualties are computed from density (5 × troops ÷ tiles owned). A target with troops packed into a small area is worth far more per warhead. Against a sprawling empire, one atom bomb hurts much less than you would expect.

Silos and range

Nukes launch from the nearest silo and land where you clicked. Default targeting range is 150 tiles.

  • Silo reload is 9 seconds
  • Construction takes 10 seconds; upgrades shorten reload
  • Silos are buildings, so they transfer with territory. Never build on the border

A silo site has to satisfy two conditions at once:

  1. Targets within 150 tiles
  2. Outside enemy SAM range

SAM — what it stops and what it does not

SAM range grows with level:

range = 150 − 480 ÷ (level + 5)
LevelRange
170
281.4
390.0
5102.0

It approaches 150 asymptotically and never exceeds it. Level 5 is the point where it finally covers a hydrogen bomb’s 100-tile blast.

The MIRV misconception

“SAMs cannot stop MIRVs” is the usual shorthand. More precisely:

SAM targets are atom bombs, hydrogen bombs, and MIRV warheads. Warheads are on the list. What is not on the list is the MIRV carrier before it splits.

The real reason MIRVs get through:

  • A MIRV splits into multiple warheads that arrive together
  • SAM reload is 9 seconds
  • While it engages one, the rest land

So it is not “cannot intercept” — it is “cannot keep up with the salvo.” Several SAMs will stop part of it, but blanketing your territory in SAMs to counter a 25,000,000 attack is rarely the better trade.

Building one after the launch is too late

SAM construction takes 30 seconds. If you start building when you see the missile, you will not finish. Build it when a neighbor first acquires a silo.

So when?

SituationCall
Early to mid, land still availableDon’t. Cities dominate
Target has troops packed tightPeak atom bomb value
Sprawling large empireBorder pressure beats nukes
Chokepoint held by defense postsCareful — fallout adds further defense multipliers
Closing out a won gameHydrogen bomb on troop concentrations
Target has only a level-1 SAMRange is 70. Fire from outside it

Gold priority is almost always: three cities → ports and factories → defense posts → (much later) silos and nukes. Reasoning in How Many Cities Should You Build?.

Two side effects

  • Fallout persists and adds a defense multiplier to those tiles. Nuking land you intend to take works against you
  • Using a nuke can break alliances. Be careful firing near allied territory

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