When the Nuclear Silo war begins, every commander can send their 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 another alliance are present, a battle will ensue.
-If one alliance controls the nuclear silo and another controls 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 8 consecutive hours will become the ruling alliance.
-The ruling alliance leader can appoint the emperor, and if the emperor is not appointed within 8 hours of control, the alliance leader will be automatically appointed.
-Losses incurred from any battles that occur in the nuclear silo or the surrounding defense towers result in killed troops only, with no wounded units.

-The ruling consul has two types of powers:

-Appointing positions.
-Consul Order

Regarding appointing positions:

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

Regarding the Consul Order:

To activate a specific order, a sufficient quantity of alliance chips must be available. 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.