recursal/Fanatic-Fandom huggingface dataset:
Russia Strategies

Since Russia is the biggest nation in the game, it's also the country with the most opportunities to expand. Their larger land makes difficult to erase it, but also makes defense harder since the provinces are far apart from each other. On lower enemy games, Russia is quite easy. On higher enemy games, however, you'll have to multitask, fighting multiple enemies at once. China will likely try to take Kazakhstan if it isn't an enemy, as well as the Korean Peninsula and Japan. Also, if the US takes Alaska they can cut you off from Canada, and W. Europe may take over Fennoscandia (Norway, Sweden and Finland) and Eastern Europe, effectively cutting you off from most of the world. The best places to expand to are Europe and Asia, as they are close and there's plenty of territories to use for research and defense. Given its location, it may be difficult and nearly impossible to defend against multiple First Strikes, due to the proximity to many other superpowers, mainly China, W. Europe, Kazakhstan, India & Pakistan, Israel, Iran, Australia and USA.

Make lots of cruisers and always try your best to defend your land, expand fast and research only with provinces that are well protected, otherwise you may lose the territory along with its missile capacity, the research progress you made and time as you'll need to reoccupy the lost land. Prioritize defense and expand steadily, while picking off smaller and nearer enemies, like Iran, Kazakhstan and Israel. Beware of USA, China, India & Pakistan and Australia First Strikes since they have a lot of land and thus, lots of missiles.

An alternative, valid option is to avoid exchanging nukes with bigger nations and trying to stay neutral so you can spend most of your time researching, and after some nations are wiped out you can focus in attacking the debilitated survivors while expanding into nearby territories quite easily (it doesn't happen in Extreme Mode since enemies are far more likely to attack you anyways).
Western Europe

## EUWestern Europe

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*This page is about the Superpower from the main game.*
*For the Superpower from First Strike: Classic, see Western Europe (Classic).*
## Overview

**Western Europe** is a superpower that starts out in the western part of Europe. It contains Germany, France, and parts of Central Europe. Paris is its capital and only major city.

Western Europe is one of the superpowers unlocked at the beginning of the game, along with the Iran and North Korea.

## The Western European Game

*Main article: Western Europe Strategies*
Western Europe begins weak and stuck between several enemies, most notably the United States and Russia. Since the United States will usually fight with Brazil for the Americas and Russia with China for Asia, Europe must use the distraction to cement its foothold on the playing field. Unfortunately, Europe may very often be subjected to nuclear bombardment early on in the game and be very quickly eliminated before it even gets a chance to make a significant impact on the game.

## Trivia

* France is the only country in Europe that has nuclear weapons on its own, with others agreeing to use foreign weapons for defense.
* Prior to the The Nuclear Club Update, the United Kingdom was part of Western Europe, but is now its own Superpower, likely due to Brexit.
* Western Europe's icon has a close resemblance to that of the United Nations.
Solar Laser

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The **Solar Laser** is an orbital weapon inspired by the Strategic Defense Initiative's early focuses.  Unlike missile-based Superweapons, the Solar Laser deals damage in an arc.

In First Strike: Classic, the Solar Laser travels from the capital to the opposite side of the globe, burning friend and foe alike. It can be toggled on/off up to 3 times to avoid damaging allied nations.

In The Remaster Update, the Solar Laser travels to the target area before turning on, and turns off once it reaches the opposite side of the globe. Its trajectory continues along the geodesic from your capital to the target. Unlocked by conquering South Africa as Western Europe.

It can be destroyed with a single cruise missile. Upon destruction the player has to wait a medium long time until they can send it out again.

## Strength

* Very high destructive power.
* Fast build time.
* Cannot be intercepted after laser is fired.
* Does not trigger Automated Defence System.
* Targeting the right spot can cause the laser to fire before reaching the target nation, preventing interception.

## Weaknesses

* Can unintentionally hit own nations.
* Destroyed in 1 hit.

## Gallery

Superweapons of **First Strike: Final Hour**
Cruise Missile

* Basic
* Enhanced

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* Model

The **Cruise Missile** has the shortest range of any of the Missiles. It has the fastest build time, and can be built twice at once through Research. It can be used for standard attacks just like any other missile but its short range often limits who you can attack.

Upon researching the Enhanced Cruise Missile, they benefit from increased build speed, travel speed, and reaction time.

## Defense

The most important aspect of the Cruise Missile might be its ability to defend against incoming enemy warheads. By using quick defend or shooting down the rocket manually, you can protect your nations from being damaged or destroyed.

Upon researching the Automated Defence System, nations will automatically defend themselves and nearby allies as long as they have a Cruise.

## Strategy

It is not recommended to rely solely on one means for defense.

* The Automatic Defence System only works with a Cruise in the silo, and only defends nearby allies.
* Quick Defend is not always reliable. It always targets the closest missile, which may target overhead missiles passing by. Also, it may inadvertently break diplomatic pacts, and anger a previously neutral Superpower.
* Firing a large number of Cruise missiles in a First Strike can break through Air Defense Dome's or The "HMA" Aircraft Carrier's defenses rapidly.
The "HMA" Aircraft Carrier

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**The "HMA" Aircraft Carrier** is a superweapon that unlocks with United Kingdom. It is likely named after the Queen-Elizabeth-class aircraft carriers and designed after the HMS Queen Elizabeth.

When used, an aircraft carrier is instantly deployed at the target location, with a translucent red dome demarcating its radius. Only locations in the open sea may be targeted. When enemy missiles fly near the radius, the superweapon scrambles fighter jets, which in turn intercept the missiles with their guns.

## Strengths

* Very wide radius of effect.
* Duration and build time are equal, making it almost instantly resuable.
* Very effective in defending against First Strikes.
* Short build time.

## Weaknesses

* Cannot be deployed on land.
* Relatively long cooldown and reaction time compared to the Air Defense Dome.

## Trivia

* The superweapon's fighters are recoloured variants of Lockheed Martin's F-35B short takeoff and vertical landing fighters.
* The "HMA" Aircraft Carrier was added to First Strike in Defcon 3 of The Nuclear Club Update.
Tsar

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The **Tsar**, inspired by its real-life counterpart, the Tsar Bomba, is a superweapon that unlocks with Russia.

It has the largest impact radius in the game, with damage slightly higher than a basic IRBM. Use caution when using the Tsar to detonate it far enough from friendly territory, and to target where it would not be easily intercepted.

## Strengths

* Most hitpoints out of all Superweapons.
* Incredible impact radius can wipe out entire continents in a single blast.

## Weaknesses

* Lowest speed out of all Superweapons.
* Very long build time.
* Incredible impact radius prevents precise targeting.
* May not be possible to target nearby nations without fratricide.

## Trivia

* The Soviet Union tested the 50 megaton Tsar Bomba on Severny Island in the Novaya Zemlya Archipelago. The test took place in 1961.
* Shockwaves from the detonation of the Tsar Bomba shattered windows in as far away as Norway and Finland.
* The explosion had more explosive force than all the bombs dropped in World War 2 including the atomic bombs of Hiroshima and Nagasaki.

## Gallery

Superweapons of **First Strike: Final Hour**
Representante de la Clase y un Hada sin Miedos

Kazuma Miki

Noriko Kosukegawa

Kozue Kananiwa

Tomoyuki Ohwada

**Representante de la Clase y un Hada sin Miedos**, *Riajū Iinchō to Futeki na Yōsei* (リア充委員長と不敵な妖精), es el segundo capitulo del Anime de Eromanga Sensei, fue emitido el 15 de abril del 2017 en Japón.

## Personajes

* **Masamune Izumi**
* **Sagiri Izumi**
* **Tomoe Takasago**
* **Megumi Jinno**
* **Elf Yamada** (debut)
Modifiers

**Modifiers** (also known colloquially as *Game Modes*) are game-altering settings which players can choose at the start of a game. Each Modifier has a unique set of rules which requires players to employ different strategies to win.

## Single Player

Single Player Modifiers are unlocked by completing their corresponding Daily Conflict challenges or by purchasing a Nuclear Club membership.

## Multiplayer

Multiplayer Modifiers do not need to be unlocked and are chosen by the host before the game starts. Variants make for fairer multiplayer games, reducing the disproportionate size and technology differences between superpowers.
Brazil (Classic)

## Brazil

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*This page is about the Superpower from First Strike: Classic.*
*For the Superpower from First Strike, see Brazil.*
## Overview

Brazil is the biggest and most populous country in South America, and is portrayed as a nuclear superpower in-game. In addition, Brazil unlocks the Infiltrators superweapon. Relevant cities are São Paulo and Rio de Janeiro.

## The Brazilian Game

*Main article: Brazil Strategies*
Brazil starts off as an isolated superpower in South America. Its weak arsenal and limited technology can be easily solved through impressive growth. But with only weak footholds in distant lands and with a shining superpower to the north, can the all-mighty Brazil survive the reality of our time?

## Trivia

* In real life, Brazil never had any nuclear weapons. However, it could theoretically develop them. Some speculate they might have done it already because of Brazil's policy of non-transparency.
* Brazil is a uranium producing country, and has some nuclear technology built, the Angra Nuclear Power Plant.
* Brazilian presidents have spoken of possibly developing nuclear weapons for national defense.
* Brazil backed Iran's right to purify uranium in the debate over the Iranian Nuclear Program.
* During the military regime in the 80's, Brazil has hosted a secret nuclear program. After being established, it was held under tight military control causing many controversies.
* In the 70's, Brazil and Argentina started a short nuclear competition. In 1991, however, both countries signed a treaty of peace, renounced their nuclear weapons research and created the Brazillian-Argentine Agency for Accounting and Control of Nuclear Materials.
Australia (Classic)

## Australia

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*This page is about the Superpower from First Strike: Classic.*
*For the Superpower from First Strike, see Australia.*
## Overview

Australia is the biggest landmass in Oceania, and one of the superpowers in the game. To unlock it, you have to occupy Oceania when playing as North Korea. It also unlocks the Damascus Burner superweapon.

## Trivia

* While Australia never had a nuclear weapons program of its own, it did allow its ally, the United Kingdom, to test their devices in the large rural region known as 'the outback' throughout the 50's and 60's.
North Korea Strategies

In general, playing as North Korea focuses on defensive plays and avoiding risks. Winning is difficult if many Asian countries such as China or Russia are present. Even with a great strategy, it is still possible to lose to poor luck in the early game.

## Recommended Superweapons

Superweapon 1 will likely be researched first, due to early focus on Efficiency.

* Stealth Bomber & Golden Eagles Terraformers: Useful early on to bomb out bordering nations and recover them while keeping allied nations available for defense.
* Cossack Freedom Fighter & Air Defense Dome: Similar strategy to the above; deploy the dome to protect expanding nations.

## Recommended Research

1. War Technology 1 (Efficiency): Cruise Missile build time 8s → 6.4s, cooldown 15s → 12s.
2. Enhanced Reaction (Efficiency)
3. Double Cruise Building (Efficiency)
4. War Technology 2 (Efficiency): Cruise Missile build time 6.4s → 4.8s, cooldown 12s → 9s.
5. Automated Defence System (Efficiency)
6. Enhanced Capacity 3 (Nation)
7. IRBM Medium Rocket (Missile): Not important, only for advancing the tree.
8. Enhanced Cruise Missile (Missile): Cruise Missile build time 4.8s → 3.6s, speed +33%.

After this, focus on completing the Recon tree and researching Superpower 1.

## Early Game

A cheap strategy for hardcore mode would be to exit into the menu and start a new game repeatedly until either China or Russia is not present, then expanding aggressively early on. This strategy assumes that both Superpowers are present.

Expand into Japan first to prevent Russia from expanding into it, followed by South Korea. If the Capital is hit at any time, restart the round. Once this is done, North Korea will have 3 nations to work with for the early game. Focus on keeping North and South Korea supplied with Cruise Missiles and available to defend, while conducting research in Japan.

During this time, prioritize expanding to at least 6 nations. Once a bordering nation is destroyed, expand into it as early as possible without compromising on safety. If Australia is not present, attempt to expand into Oceania. This way, there are available options if the Capital is destroyed. Otherwise, if United States is not present, attempt to expand into North America.

If both options above are unavailable, avoid expanding too far from the Capital as much as possible to defend it. Build Cruise Missiles in newly-acquired nations and use them for defense, while researching in the more remote nations.

Upon controlling 6 nations, prioritize research and defense again, and avoid expanding towards other Superpowers. Slowly but steadily, research the Superweapons. Avoid building IRBMs or ICBMs until this point.

## Late Game

Since most Superpowers are in close proximity, reusable Superweapons are highly effective against them. Also, since most nations are either destroyed or controlled by this point yet North Korea still needs to expand, Superweapons that heal or deal no damage give North Korea a strong edge against other Superpowers.

There is much more leeway in the late game for risk-taking, and thus most strategies from this point on would likely work.
Superpowers (Classic)

*This page is about the Superpowers of First Strike: Classic.*
*For the Superpowers of the main game, see Superpowers.*

**First Strike: Classic** contains most of the Superpowers from First Strike, with some exceptions. Icons and tech levels are also different for some Superpowers.

There are 12 Classic Superpowers in total. Each has a geopolitical equivalent.
Secret Ending

The Secret Ending is achieved by disarming your nuclear arsenal completely by debuilding all nukes in all nations. When doing so, all other nations will also disarm their arsenals. This ending is complete when no nuclear missiles are left.

Upon completion, the game will finish with the third possible ending. The secret winning screen says "YOU WIN", unlike the default end screen that says "YOU WIN?", referring to the saying that "nobody wins in a nuclear war, there's only a degree of losers".

The winning message that is shown after every game when unlocking a letter hints at this ending to the player.
Iron Curtain Warfare

**Iron Curtain Warfare** is a Single Player Modifier.

## Daily Conflict

The daily conflict for Iron Curtain Warfare involves the following Superpowers:

## Trivia

* The Iron Curtain refers to the boundary dividing the NATO and Soviet allies during the Cold War, wherein a political divide was apparent but neither party could launch nuclear weapons under the threat of mutual assured destruction.

## Gallery

* 1x1 Poster
* 16x9 Poster
* Poster Image
1/3

* Single Player
* Multiplayer
Cossack Freedom Fighter

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The **Cossack Freedom Fighter** is a superweapon that unlocks with Ukraine. It is inspired by the destroyed Antonov An-225 Mriya, the former biggest plane in the world before its destruction during the Battle of Antonov Airport. Its name is inspired by the Cossacks.

When used, a cargo plane is dispatched to its target. During this time, the plane can be shot down. Upon arriving, the plane makes a 180-degree turn while releasing its payload onto the ground below, converting all foreign-controlled nations in the area to neutral territories. After this, the plane flies back to the capital, and can be also shot down on the return trip.

If the plane is shot down at any time, the Superweapon must be rebuilt; otherwise, it can be reused immediately. This Superweapon has no effect on nations allied to your Superpower.

## Strengths

* Only reusable Superweapon with an area of effect.
* Most hitpoints out of all reusable Superweapons.
* Successfully rendering the capital neutral causes the affected Superpower to lose access to Superweapons (until it is resecured).
* Allows landlocked Superpowers (e.g. North Korea) to quickly procure more land for expansion.

## Weaknesses

* Long build time.
* Large size allows it to be targeted easily.
* Gives opponents ample time to react.

## Strategy

* The Cossack Freedom Fighter was added to First Strike in the initial release of The Nuclear Club Update.
* Due to its hitpoints and reusability, it is very useful against neighbouring Superpowers to expand into their land.
* Similar to the Stealth Bomber, targeting only the edge nations of a Superpower greatly minimises the risk of the plane being destroyed by enemy ADS.
Israel Strategies

Having only one nation at the beginning of the game means that early expansion and building cruise missiles is crucial for surviving the early stages of the game. You should also watch out for your neighbors, because Iran, India, Pakistan and Western Europe can easily block your access to Europe, Asia and Africa, which are important continents to put your foot into during the early game. You first objective regarding research should be to complete the Efficiency and Recon research path, as they are mandatory to protect your (few) nations from any unnecessary impacts.

All in all, playing **Israel** is very micromanagement-intensive, but rewarding when you win.
China Strategies

```
If you use China, try your best to control eastern Russia and prevent North Korea from expanding northward.

It is best to control Indonesia and New Guinea at the beginning and contain Australia. Australia can be destroyed at once in the middle and late stages.

Also pay attention to missiles flying towards Pyongyang, which can easily injure Northeast China. There are four main directions in the opening: Northeast China to Alaska into North America; South to Indochina Peninsula and Indonesia; Northwest to occupy Kazakhstan and West to occupy Afghanistan.

```

You can start with three directions first, and you can do research on the remaining Xinjiang and Northeast regions before talking about the alliance.
Space Patches Wiki

## Welcome to the Space Patches Wiki

This is a database of space mission patches that you can help edit!

## Space Patches

Since the dawn of the space program, each mission's participants have been identified by colorful patches. Reproductions are eagerly sought by collectors around the world. Design changes, different fabrics, and varied sizes can make identification difficult. This wiki is an attempt to collect information about all these varieties.

Do you have a patch not listed here? Tell us about it. Or help us edit the wiki! Add a scan! Describe the differences!
Hypersonic

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The **Hypersonic** is a missile employing hypersonic flight, tested most heavily by China.

The Hypersonic is incredibly fast, with an impact radius spanning about 3 countries. It comprises of 3 segments, each with 1 hit point. As it cruises through the air, it separates into its segments. If the Hypersonic is intercepted before separation, it loses a segment. The Hypersonic also has a 50% chance of evading an interceptor missile (including Air Defense Dome).

The Hypersonic is built incredibly fast, so it is a viable strategy to build and use it as often as possible.

## Strengths

* As fast as a basic Cruise Missile
* Larger impact radius than an ICBM, with same damage.
* Fastest build time out of all Superweapons.
* Only missile with a chance to evade defenses.

## Weaknesses

* Low damage compared to other Superweapons.
* Destroyed in 1 hit after full separation.

## Trivia

* Prior to version 4.4, the Hypersonic's build time was 30 s.

## Gallery

Superweapons of **First Strike: Final Hour**
India Strategies

This page will describe how to win as India.

1. Expand fast to Africa through Ethiopia. Try to cut off Kazahstan and capture Omán. These will help you to re conquer you capital in case of destruction. Take the largest amount of Africa as possible.
2. Use India advanced research and use the double cruise missiles to kill small nations.
3. Use your territories in Africa and finish investigating your left superweapon.

## Early Rush Deterrence

India's set of technologies ( mainly dual cruise in production) & its location (as it can expand to Africa and the Middle East easily) allows it to act as a counter to most early game first strike rushes.

### Technologies

Using its dual cruise technology, you can easily spam Cruise Missiles at your agressor making them lose territories, a signifigant loss in the early game.

If you also researched Enhanced Cruise Missiles and the next production bonus, you can easily continue cruise spamming, destroying nations who pose a threat to you easily in the early game.

### Location/Territories

Its Location and Territories allow India to quickly reclaim the Indian Subcontinent, even if it gets first striked, making taking out India's superweapons remarkable difficult.

Its location also allows it to rapidly expand across Africa and potentially Europe.
Brazil

## BRBrazil

* Icon
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*This page is about the Superpower from the main game.*
*For the Superpower from First Strike: Classic, see Brazil (Classic).*
## Overview

**Brazil** is the biggest and most populous country in South America, as well as a superpower.

## The Brazilian Game

*Main article: Brazil Strategies*
Brazil starts off as an isolated superpower in South America. Its weak arsenal and limited technology can be easily solved through impressive growth. But with only weak footholds in distant lands and with a shining superpower to the north, can the all-mighty Brazil survive the reality of our time?

## Trivia

* In real life, Brazil never had any nuclear weapons. However, it could theoretically develop them. Some speculate they might have done it already because of Brazil's policy of non-transparency.
* Brazil is a uranium producing country, and has some nuclear technology built, the Angra Nuclear Power Plant.
* Brazilian presidents have spoken of possibly developing nuclear weapons for national defense.
* Brazil backed Iran's right to purify uranium in the debate over the Iranian Nuclear Program.
* During the military regime in the 80's, Brazil has hosted a secret nuclear program. After being established, it was held under tight military control causing many controversies.
* In the 70's, Brazil and Argentina started a short nuclear competition. In 1991, however, both countries signed a treaty of peace, renounced their nuclear weapons research and created the Brazillian-Argentine Agency for Accounting and Control of Nuclear Materials.
Brazil Strategies

## Characteristics

Since Brazil is far from most of the other superpowers, you will stay relatively safe in the early and mid game. If the USA is present, your expansion to the north will be limited, and, similarly, if South Africa is present, your expansion to Africa will be impaired. You can buy some time by trying to make diplomatic relationships with the nations above, but be aware that they can exit the deal at any time, and that any act of aggression will throw it over too.

As Brazil, you have no immediate enemies except the US to the north and South Africa to the east, which will block you from annexing sub-Saharan Africa. You can expand into Liberia and South Africa (if it's not an enemy). Defending Liberia will be more difficult as it's far away from your initial main land, prompting Eastern superpowers to attack it (it is actually a good strategy to spam colonization in Liberia, as most of the Eastern superpowers like Israel, India and Russia are more likely to target it instead of the South American continent when scaling a full attack).

To win, you'll probably not suffer much. It's advisable to expand north as fast as possible, to Mexico or Central America at least, to prevent USA from getting too close as well as having extra defence layers against it. USA will probably be your main enemy for quite a while, alongside with South Africa, so be sure to always have some cruisers in your eastern and northernmost points to defend against them. Also, you should expand to Argentina as soon as possible, otherwise South Africa may get it before you (thanks to A Fandom user). Use Chile, Peru, Paraguay and Bolivia to research, as they are well protected by the surrounding provinces. Also, Australia very rarely will attack you, as they don't start with ICBM tech and have lots of other enemies closer, but keep an eye on it since if it dominates Asian provinces, it will probably attack you.
Damascus Burner

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### Effects

Destroys nations storing nuclear warheads at or near the target, from a distance.

### Speed

14 (Payload)
700 (Emitter)

### Duration

2 (Initial burn) s0.5 (Consequent burn) s

### Reusable

No

The **Damascus Burner** is a Superweapon inspired by an inter-silo ICBM explosion incident.

When a target area is selected, a missile transports the payload close to the intended target, where it launches 8 pulse emitters that do no damage but transmits a kill-signal to detonate warheads within their silos.

## Strengths

* Has to be intercepted from farther away than other missiles.
* Large area of effect.
* Short build time.
* Cascade effect can destroy an entire Superpower (First Strike: Classic only).

## Weaknesses

* Ineffective against areas with no warheads (e.g. after enemy First Strike).
* Slow payload speed.
* Cascade effect can unintentionally destroy own Superpower (First Strike: Classic only).

## Trivia

* In First Strike: Classic, if the detonation destroys a nation, the kill-signal travels to a random adjacent nation and the process repeats from there, causing a cascade effect.
* Since The Remaster Update, the kill-signal's spread is greatly limited, only jumping up to one nation.
* The Damascus Burner is very similar in concept to the Nuke Cracker.

## Gallery

Superweapons of **First Strike: Final Hour**
Mexico

## MEXMexico

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## Overview

**Mexico** is a superpower that starts out in North America, south of the United States.

## The Mexican Game

*Main article: Mexico Strategies*
Playing as Mexico is very difficult, as you have the United States, the most powerful country, to the north.

## Trivia

* Mexico was added to First Strike in Defcon 5 of The Nuclear Club Update.
Khan Library Transmission

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The **Khan Library Transmission** is a superweapon that unlocks with Pakistan. It is named after the Pakistani nuclear physicist, Abdul Qadeer Khan, who headed Pakistan's nuclear research programme.

The Khan Library Transmission can only target nations. When used, a satellite travels to the target nation and fires a beam of data below it. The beam does no damage, but converts the nation into a neutral superpower.

## Strengths

* Fast build time.
* Cannot be intercepted once locked on.
* Multiple satellites may be active at the same time.
* Does not require active supervision (like the Infiltrators).
* Useful for diverting attention in multiplayer.

## Weaknesses

* Destroyed in 1 hit.
* Independent superpower also attacks allied nations.
* Once the independent superpower is destroyed all effects of the Khan disappear.

## Trivia

* The independent superpower is internally named the "Khal Tribe". For mechanics, see Khal Tribe.
* The design of the superweapon is most notably inspired by the Starlink satellites, with secondary inspirations being certain orbital unit types in Stellar Commanders.
* The Khan Library Transmission was added to First Strike in Defcon 2 of The Nuclear Club Update.
Advanced Gameplay

This page lists game mechanics and formulas too complex to be listed under Gameplay.

## Targeting

Applies to:

* Attacking
* First Strike

Relevant stats:

* Attacking
	+ Confirm Time: 0.6 s
	+ Confirm Distance: 0.5
* First Strike
	+ Minimum Arsenal: 8 missiles
	+ Confirm Time: 1.5 s
	+ Radius: 5
	+ Cooldown: 15 s (without any Research)

## Automated Defenses

Applies to:

* Cruise Missile
* Air Defense Dome
* The "HMA" Aircraft Carrier
* Gunboat

Relevant weapon stats:

* Radius (defense): Defense radius surrounding the defender.
* Reaction: Reaction time of the weapon.
* Cooldown: Cooldown of the defender after firing the weapon.
* Speed: Speed of the weapon.
* Damage: Damage the weapon deals.

Procedure:

1. Hostile missile enters the defense radius of the defender.
2. Timer begins to tick until reaction time has elapsed.
3. Defender fires weapon to intercept the missile.
4. Defender enters cooldown state.
5. Weapon travels to missile based on its speed and deals damage.

## Khal Tribe

Applies to:

* Khan Library Transmission

Attributes:

* Tech Level
	+ Missile: 0
	+ Nation: 0
	+ Recon: 0
	+ Efficiency: 0
* Silo size fixed at 3.
* Build speed is halved.
* Superweapons, expansion, and diplomacy are unavailable.

## Gunboat

Applies to:

* Final Atomic Union

Attributes:

* Damage: 0.25
* Reaction: 0.25 s
* Cooldown: 0.4 s

Notes:

* Instead of having a defense Radius, it begins firing when the incoming missile is 75% along its trajectory.
* After firing 4 missiles, enters a separate cooldown for 3 s.
South Africa

## SAFSouth Africa

* Icon
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*This page is about the Superpower from the main game.*
*For the Superpower from First Strike: Classic, see South Africa (Classic).*
## Overview

**South Africa** is a superpower that starts out in the southern part of Africa. It is the only superpower on the continent, and one of the most developed among African countries. South Africa's superweapon is the Solar Laser. South Africa has multiple administrative cities, with Johannesburg as its in-game capital.

## The South African Game

*Main article: South Africa Strategies*
South Africa starts off cornered in a weak position and with no technologies. But it will have a small period to strengthen and prepare itself in relative isolation. But will it survive with many strong powers at the doorstep of the continent looking to push out anyone who gets in their way?

## Trivia

* South Africa does not have any nuclear weapons anymore. In 1982 South Africa built their first nuclear weapon. Over the course of their weapons program, they would go on to build 6 total bombs as well as partially complete one more. In 1989 the program was canceled, and all the bombs were dismantled.
* South Africa is the only nation to possess nuclear weapons and then willfully dismantle them.
* South Africa is the only country in the African continent to develop nuclear power as energy source. The Koeberg Nuclear Power Station is the only nuclear power plant in Africa.
* South Africa is rumored to be the nation responsible for the Vela incident, along with Israel.
Cobalt Bomb

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The **Cobalt Bomb** is a Superweapon inspired by a hypothetical bomb of the same name. It is available at the start of the game.

This missile deals no damage, but instead its fallout causes a nuclear winter, forcing nations within its radius into cooldown for 60 seconds.

## Strengths

* Very fast build time.
* Can be used as support (preparation for own First Strike) or defense (delaying an enemy First Strike).

## Weaknesses

* Missile itself does no damage.
* No indication of whether affected nations are owned by a Superpower without Tactical Highlighting.
* Affected capitals can still deploy Superweapons.

## Gallery

Superweapons of **First Strike: Final Hour**
Israel (Classic)

## Israel

* Icon
* Globe View

*This page is about the Superpower from First Strike: Classic.*
*For the Superpower from First Strike, see Israel.*
## Overview

Israel is a small superpower in the middle east, on the edge of Asia. It is known to be a challenging nation, but it also allows for impressive maneuverability. Israel starts off with only one nation, low research and three cruise missiles. To unlock Israel, you need to win as North Korea twice, which will also unlock the Air Defense Dome.

## The Israeli Game

*Main article: Israel Strategies*
Israel starts off incredibly small in the middle east, however unlike most small superpowers, Israel has a lot of starting research and plenty of unoccupied land.

## Trivia

* To this day, Israel denies that it has nuclear weapons. However, there are substantial coincidences that make it very plausible.
* Israel does have uranium mines.
* Israel is speculated to have about 90 nuclear weapons.
* Israel collaborated with South Africa to sell and trade nuclear materials and possibly co-develop nuclear weapons.
* Explosions on remote uninhabited islands are rumored to be conducted by Israel.
Scorched Earth

**Scorched Earth** is a Single Player Modifier.

## Daily Conflict

The daily conflict for Scorched Earth involves the following Superpowers:

## Trivia

* Specifically, a Solar Laser is launched every 20 seconds.
* Scorched earth refers to a military strategy where valuable resources are intentionally destroyed to prevent the enemy from securing them.
* The effects of this modifier is a reference to the GoldenEye, a set of two satellites with nuclear warheads in the James Bond universe.

## Gallery

* 1x1 Poster
* 16x9 Poster
* Poster Image
1/3

* Single Player
* Multiplayer
United Kingdom

## UKUnited Kingdom

* Icon
* Globe View

*This page is about the Superpower from the main game.*
*For the Superpower from First Strike: Classic, see Western Europe (Classic).*
## Overview

The **United Kingdom** is a superpower that starts out in Europe, northwest of Western Europe.

## The British Game

*Main article: United Kingdom Strategies*
## Trivia

* Up until The Nuclear Club Update, the United Kingdom was part of Western Europe.
* The United Kingdom was added to First Strike in Defcon 3 of The Nuclear Club Update.
First Strike Wiki

First Strike is a game about Nuclear War created by the Swiss game development studio Blindflug Studios.

Early prototypes of the game were developed in 2013. The first public release was available in 2014, with occasional updates ever since. First Strike: Final Hour, the version of the game that would eventually become the "Classic" version, was released in 2017.

The game has seen new development following its 7-Year Anniversary in 2021 through the Classic update. There has been new content added such as the different Modifiers in the Daily Conflict Update, as well as several bugfixes.

## Navigation

GameplaySuperpowersSuperweaponsModifiersGame SoundtrackSecrets & Extras
Semey Launcher

* Icon
* Preview
* Model

The **Semey Launcher** is unlocked with Kazakhstan. It is named after the Kazakh city of Semey, previously known as Semipalatinsk, home to the Semipalatinsk Test Site.

When used, 6 fast-moving rockets are launched from the capital towards the target area at a rate of 1 missile/s, with a spread of 12°. Each rocket has the same damage and impact radius as a single Trident IRBM warhead.

## Strengths

* Can overwhelm enemy defenses for a follow-up attack.
* Fast rocket speed.

## Weaknesses

* Low damage.
* Very long build time.

## Trivia

* The initial preparation time to prime this superweapon is 1 s.
* The Semipalatinsk Test Site was used by the Soviet Union from 1949 to 1991. The radioactive plutonium "waste" has since been cleaned up and moved away from the test site. Due to these cleanup efforts, Semipalatinsk is the only Nuclear Test Site accessible by the public.

## Gallery

Superweapons of **First Strike: Final Hour**
Massive Expansion

**Massive Expansion** is a Single Player Modifier.

## Daily Conflict

The daily conflict for Massive Expansion involves the following Superpowers:

## Trivia

* The expansion speed is determined as number of Nations × 22.5s (or 11.25s with Superior Diplomacy).
	+ This is faster than expansion in Classic Mode, which takes 30s (or 15s with Superior Diplomacy).

## Gallery

* 1x1 Poster
* 16x9 Poster
* Poster Image
1/3

* Single Player
* Multiplayer
Kali Storm

* Icon
* Preview
* Model

The **Kali Storm** is India's superweapon, inspired by KALI, a particle accelerator rumored to be weaponized for disruption of electronics.

Upon launching the Kali Storm, the payload is transported by a missile to the target area. Upon landing, a dome-shaped EMP dead zone is generated for 60 seconds, during which all missiles entering the dome will fall to the ground and detonate upon landing.

## Strengths

* Useful offense against AI-controlled enemies, as they will launch missiles within the dead zone.
* Useful defense against human-controlled enemies, as they will likely avoid launching missiles from the dead zone.
* Prevents use of Superweapons when deployed on the capital.
* Could be used to protect your superpower by crashing all the incoming warheads to the ground below.

## Weaknesses

* Missile itself does no damage.
* Ineffective against Cruise Missiles launched to intercept incoming missiles.

## Strategy

* Can be used offensively against enemies by deploying the dead zone on their nations, which will cause missiles launched from those nations to fall and detonate immediately.
	+ This is especially effective on Capitals to fend against Superweapons.
* Can also be used defensively, albeit to a limited extent, to intercept first strikes by targeting right outside your nations' border, along the path of the first strike.

## Gallery

Superweapons of **First Strike: Final Hour**
Superpowers

*This page is about the Superpowers of the main game.*
*For the Superpowers of First Strike: Classic, see Superpowers (Classic).*

In First Strike, a Superpower is a country, coalition, or ideological faction with Nuclear Weapons. At the start of the game, the Superpowers are on the brink of nuclear war, and any act of aggression will cause an engagement.

The Superpowers are unofficially classified as follows:

* 16 **Geopolitical** Superpowers: Each has a geopolitical equivalent in the real world.
	+ 1 *Newsletter* Superpower: Unlocked by subscribing to the email newsletter.
	+ 3 *Default* Superpowers: Unlocked upon completing First War Training.
	+ 12 *Premium* Superpowers: Unlocked by purchase or with Nuclear Club subscription.
* 2 **Factional** Superpowers: Each corresponds to a political ideology. Unlocked with Nuclear Club subscription.

Each Superpower also has its own signature Superweapon. Also, most geopolitical Superpowers have nuclear weapons which are used for strategic or defensive purposes, while others are countries that could theoretically support a nuclear weapons program.
Jiang Clan (Cloud Prefecture)

## Description

The **Jiang Clan** of the Cloud Prefecture could most assuredly state that they are the ultimate power within the Cloud Prefecture, unexcelled in this region.

Jiang Chao established his Jiang Clan, but because he was very arrogant and had offended many people, a mortal enemy fought him and the end result was that both perished. Hence, the Jiang Clan underwent many tumultuous waves and continuously degenerated until who they were today. But even so, the Jiang Clan now was still a power at the peak of the Cloud Prefecture, and was the sacred ground of weapon forging here.

## Members

* Jiang Chao
* Jiang Zhuqing
* Jiang Kuang
* Jiang Yi
* Jiang Yan
Pakistan

## PAKPakistan

* Icon
* Globe View

*This page is about the Superpower from the main game.*
*For the Superpower from First Strike: Classic, see India & Pakistan (Classic).*
## Overview

**Pakistan** is a superpower that starts out in Asia, northwest of India.

## Trivia

* Up until The Nuclear Club Update, Pakistan was part of India & Pakistan.
* Pakistan was added to First Strike in Defcon 2 of The Nuclear Club Update.
Research

*For Arcade Mode, see Arcade Mode § Research Tree.*
**Research** is an action nations can perform in order to unlock or upgrade mechanics or Missiles. Different Superpowers start off with different research progress, but the research tree is the same for all nations (except Superweapons).

Research is almost essential to win but not absolutely necessary under certain Modifiers. Enemy Superpowers are also capable of research, and the game displays a warning when they are researching a particular Superweapon. Time flows in the research menu at the same rate as in the actions menu.

A nation takes 1 minute to complete a research task, but it can be sped up by involving multiple nations. This also prevents loss in research progress when a nation is destroyed. For this reason, expansion is important, as it allows for faster research.

## Research Tree

All research in the game is divided into four branches:

* **Efficiency** (depicted as a gear);
* **Recon** (depicted as an eye);
* **Missile** (depicted as three ICBMs);
* **Nation** (depicted as a country).

Each branch focuses on specific field, and all of them are relevant in the war scenario. Each has 5 irreversible upgrades, with the sixth being a Superweapon. The Efficiency and Recon branches end in the first Superweapon slot, and the Missile and Nation branches end in the second one.

### Efficiency

 2
 3
 4
 5
 6

### Recon

 2
 3
 4
 5
 6

### Missile

 2
 3
 4
 5
 6

### Nation

 2
 3
 4
 5
 6

## Trivia

* The **Tactical Highlighting System** has a duration of 10s and a cooldown of 30s.
* Unlike what its name implies, **Superior Diplomacy** does not reduce the time for diplomatic talks. It instead reduces expansion time.
China

## CHNChina

* Icon
* Globe View

*This page is about the Superpower from the main game.*
*For the Superpower from First Strike: Classic, see China (Classic).*
## Overview

**China** is the most populous country and one of the oldest civilizations in the world, as well as one of the superpowers available in the game.

Due to being the most populous nation, it has many big cities, most of them localized along the coastline. Its capital city is Beijing, just south of Russia and north of North Korea.

## The Chinese Game

*Main article: China Strategies*
China is situated in a strategic position near key expansion points. However, it is surrounded by many nearby Superpowers that threaten to take over for their expansion. Defending attacks from multiple angles, expanding to vital objectives, researching and building missiles is essential for early survival. Does China have what it takes to survive the peripheral onslaught to become the last man standing?

## Trivia

* In real life, China has around 350 nuclear weapons, the third biggest nuclear arsenal in the world (after Russia and USA).
* Even though Taiwan's independence is disputed in reality, it is part of the East province (the sum of many small provinces) in the game. The same applies to Macau and Hong Kong.
* Just like in the game, China has Hypersonic Cruise Missiles, the Rocket Force producing more missiles than the United States Army.
* China has one of the most technologically advanced military forces, competing with Russia and the United States
SSBN Submarine

* Icon
* Preview
* Model

The **SSBN Submarine** is a superweapon that unlocks with the Final Atomic Union. It is named after the classification symbol used for ballistic missile submarines.

When used, a submarine is instantly deployed at the target location, which submerges after a second, leaving only its periscope visible. The submarine cannot be attacked directly.

When a nearby hostile superpower launches a missile or first strike at a friendly nation, the submarine immediately counter-fires against up to 10 instigating nations, at a maximum rate of 1 missile/s. Counter-fired missiles can be intercepted normally.

After counter-firing or idling for 1 minute, the submarine automatically disappears.

## Strengths

* Exploits enemy weaknesses by selectively targeting nations on cooldown.
* Difficult to detect if submergence is not noticed.
* High element of surprise.

## Weaknesses

* Can be countered by firing only 1 missile.
* Requires pre-emption of enemy first strikes to be effective.

## Trivia

* The SSBN Submarine was added to First Strike in Defcon 1 of The Nuclear Club Update.
* The SSBN Submarine's missiles use the Trident IRBM model, but its warhead does not split into three.
Arcade Mode

**Arcade Mode** is a Single Player Modifier. It is unlocked by default.

Arcade Mode rounds are generally faster-paced and shorter than in Classic Mode.

## Mechanics

The mechanics of Arcade Mode are unique compared to other modes, as there are multiple functional changes.

Below are the differences as compared to Classic Mode.

### Semi-auto Defense

Automatically defends against one incoming missile.

Available upon researching *Improved Infrastructure*.

### Defense Buildup

Builds one cruise missile in each nation, even if it is on cooldown.

Available upon researching *Supreme Resilience*.

### Removed Mechanics

* Diplomacy
* Fast Forward

### Modified Mechanics

* Expansion speed is increased by 2×.
* Research and build speed are increased by 1.5×.
* The Research tree is redone, condensing the tasks in each branch.
* All Superpowers start at 0 initial Research on each branch.

## Research Tree

### Efficiency

 2
* Upgraded manufacturing reduce build and cooldown times by another 20%.
 3

### Recon

 1
 2
 3

### Missile

 1
 2
 3

### Nation

 1
 2
 3

* Single Player
* Multiplayer
Russia

## RUSRussia

* Icon
* Globe View

*This page is about the Superpower from the main game.*
*For the Superpower from First Strike: Classic, see Russia (Classic).*
## Overview

**Russia** is a superpower stretching from the Black Sea in the west to the Bering Strait in the east. It has the most nations at the start of the game, and possesses the largest starting arsenal, able to quickly take out small opponents. Furthermore, Russia begins the game with considerable Research.

## The Russian Game

*Main article: Russia Strategies*
Russia starts off as a large, strong nation in the eastern portion of Europe and most of north Asia. It can easily take out several of the smaller states, except China, Russia's strongest competitor. As the game continues, superpowers will fill up nations and build more missiles, eventually causing cracks to appear in the strength and security of Russia.

## Trivia

* In the real world, Russia has about 6,300 nuclear weapons, the largest arsenal of any single country.
* While many Russian nuclear weapons were deactivated after the cold war and the collapse of the USSR, there are plans to modernize and expand its nuclear arsenal.