RoWorld Nukes, Fallout and Decontamination
The most destructive button in the game, and the land it ruins forever.
RoWorld gives you nuclear weapons, and nuclear weapons are a trap. A strike removes a huge amount of enemy territory from the map — and turns that same territory into fallout that does not count toward your 80 percent.
What you need before you can launch
You must own a Missile Silo, which costs 1,000,000 gold. The silo unlocks the launch terminal; the ammunition is a separate purchase on top of that. A silo with no ammunition is a very expensive building that does nothing.
The three in-game weapons
Atomic Bomb — 750,000 gold, 30-tile blast radius. The tactical option. It clears a fortified core, wipes out a garrison and takes a chunk of territory off the board. It is large enough to break a well-defended position without destroying half the map.
Hydrogen Bomb — 5,000,000 gold, 100-tile blast radius. Late-game area denial. It can delete a coastline, open a corridor for an invasion, or clear a blockade of warships sitting in your way. It also creates a huge amount of unusable fallout.
MIRV — 25,000,000 gold, 350-tile blast radius. A saturation strike that splits into a large salvo of independently targeted warheads and carpets a region. One recorded launch sent 101 warheads. It is effectively a map-wide statement of intent.

What SAM Launchers actually do
A SAM Launcher costs 1,500,000 gold at tier one and 3,000,000 gold at tier two. It automatically intercepts any Atomic or Hydrogen strike whose impact point falls inside a 70-tile dome around it, and detonates it harmlessly in mid-air.
Two consequences follow. First, SAM coverage is local — it protects roughly a 70-tile radius and nothing beyond it, so a distant colony or an exposed shoreline is completely unprotected unless you build a second launcher. Second, coverage is not total. A recorded MIRV launch of 101 warheads still lost seven to SAM coverage, which means a wide salvo gets cut down rather than stopped. Do not treat a SAM dome as immunity for a large area.
Why fallout is so punishing
When a nuke detonates, the affected land becomes a toxic green Fallout Zone. Fallout territory is excluded from your world control percentage entirely. It is not merely damaged land that slowly recovers — it is land that will never count toward the 80 percent threshold unless you spend troops to reclaim it.
This is the strategic trap. If a fight reaches the point where both sides start nuking, the map fills with irradiated ground and neither side can actually reach the victory line. Contaminating around 40 percent of the landmass is enough to lock the match below the threshold no matter how many capitals were captured.
The same applies to land you capture from someone else. If you inherit a scorched region, it counts against you exactly as much as it counted against them.

Decontamination
Fallout can be reclaimed, and the cost is measured in troops. Keep at least 500,000 standing infantry in a reserve in your homeland, then click the irradiated green tiles on your border. The prompt reads “Fallout zone - Click: expand with troops”, and each click sends divisions in to neutralise the radiation and return the land to your control.
Two practical rules:
- Never try to decontaminate mid-fight. The troops you spend cleaning land are troops you are not using to defend your border, and the divisions go into a zone that cannot fight back for you.
- Clean the edges first. Fallout on your outer border is both a scoring hole and a soft entry point for whoever is next to you.
When a nuke is actually correct
Nukes are worth it in three situations:
- Opening a corridor. A Hydrogen or MIRV strike can clear a defended chokepoint so your army can walk through it.
- Punishing a stalled enemy. If a neighbour has hardened a border with Defense Posts and you cannot break it, a strike removes the fortifications along with the troops.
- Deterrence. A visible arsenal stops people from attacking you, because a nuke is more expensive for them than it is for you to lose. This is the most common reason players buy a silo.
What they are worth it for is spamming. Every unnecessary detonation converts usable land into unusable land, and it hurts you as much as the target.
Nukes and the 80 percent line
Plan backwards from the win condition. Decide what share of the map you intend to hold, then work out how much of it you are willing to contaminate — which is none, ideally. Build your silo for deterrence and for the one corridor you genuinely need opened, then use the expansion strategy guide to plan the final push across clean land.
Frequently Asked Questions
Quick answers to the questions RoWorld players ask most.
How do you launch a nuke in RoWorld?
Build a Missile Silo for 1,000,000 gold to unlock the launch terminal, then purchase ammunition separately. Press X while aiming if you need to cancel the target.
How much does a MIRV cost in RoWorld?
25,000,000 gold for a 350-tile blast radius, split into a large salvo of independently targeted warheads. An Atomic Bomb is 750,000 gold for 30 tiles and a Hydrogen Bomb is 5,000,000 gold for 100 tiles.
Does fallout land count toward the 80% win in RoWorld?
No. Fallout territory is excluded from your world control percentage, so every irradiated tile is a permanent hole in your score until you spend troops reclaiming it.
Can a SAM Launcher stop a MIRV?
A SAM Launcher intercepts Atomic and Hydrogen strikes inside a 70-tile dome, and coverage reduces a wide MIRV salvo rather than stopping it completely. A recorded 101-warhead launch still lost seven to interception.
How do I clean up fallout in RoWorld?
Keep at least 500,000 standing infantry in reserve and click the irradiated green tiles, which sends troops in to neutralise the radiation. Never do it mid-fight, and clean your outer border first.