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AtomDamage

Raw damage of a fallback nuclear blast that never occurs in play.

This setting has no runtime effect

The engine accepts and loads it, but no gameplay code uses the stored value.

Specification
Applies to
global rules
File
rules.ini
Section
[CombatDamage]
Value
integer
When omitted
1000
Used by the game
No — loaded but not used

No detonation in play deals this damage. The value belongs to a fallback nuclear blast that runs only when a nuclear shot’s explosion animation cannot be created, and creating an animation never fails.

If the fallback did run, it would be a wide-area blast through [SpecialWeapons] NukeWarhead around the detonation cell, credited to no house:

GameRadiusRaw damage
Campaign4 cellsThe value as written
Skirmish or multiplayer3 cellsOne fifth of the value, rounded down

Each cell’s share of a wide-area blast rises toward the rim, as ExpSpread describes. The center and rim cells take the full raw damage or more, and the cells between them take less.

Every nuclear shot deals the ordinary blast of its weapon’s damage, like any other shot. The fallback would only have added the wide-area blast on top of it.