When the Nuclear Silo war begins, every Commander can send the units to control it and the surrounding defensive turrets.


- When sending units to the nuclear silo or defensive turrets, if allied forces are present, they will support them, and if units from other Alliance are present, a battle will ensue.

- If one Alliance controls the nuclear silo and the other holds a defensive turret, the defensive turret will strike the nuclear silo, causing damage to the units inside.

- The Alliance that manages to control the nuclear silo for eight consecutive hours will become the ruling Alliance.

- The ruling Alliance leader can appoint the emperor; if the emperor is not specified within 8 hours of control, the Alliance leader will be automatically assigned.

- Losses incurred from any battles that occur in the nuclear silo or the surrounding defense towers result in killed troops only, with no wounded troops.


The ruling consul has two types of powers:

1. Appointing positions.

2. Consul Order


Regarding appointing positions:

The consul has the authority to grant titles and positions, each with specific benefits. Additionally, they can give valuable packages to Commanders on the server and launch nuclear strikes against their enemies during their reign.


Regarding the Consul Order:

A sufficient quantity of Alliance chips must be available to activate a specific order.


Consul's orders are divided into three types:

- Battlefield/Server buff: Orders with properties that activate for the entire server, benefiting all Commanders within the server.

- Sabotage Alliance: Orders that reduce specific properties for all members of the selected Alliance.

- Alliance Buff: Orders that increase specific properties for all members of the selected Alliance.


At the end of the consul's reign, the effects of all active orders will be nullified.