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NukedCity

derived Established — fromMapTemplate of game build 23882143, read generator by generator; source corpus local reopened 2026-09-07 — 340 archives JSON, archive fingerprint 8cc33f9c7d706e0a6d86cff99152dd6f1f5205e2628c3cb80c104e369837be22

Original artwork for NukedCity — ⛔ an illustration made for this site, not a screenshot of the game
Original artwork made for this site — not a screenshot of the game

What it is

The extracted MapTemplate records contain no official description or localised map name. The label above is the internal name read from the build. ⛔ These records alone do not establish how a complete battle plays on the map.

The records describe terrain generators: which object generators are listed, whether each is enabled, their density and their placement caps. They also contain other settings, including fog volumes and placed objects. These are properties of the extracted templates, not an exhaustive description of the final battlefield.

Where it comes from

⭐ Every active generator in this template is capped. Buildings run at 0.58 with a 45-piece ceiling, cars at 0.7 capped at 65, minerals at 0.5 capped at 100. It also carries seven fog volumes and one hand-placed object.

Active generators: buildings at density 0.58 capped at 45 pieces, cars at density 0.7 capped at 65 pieces, minerals at density 0.5 capped at 100 pieces.

For scale, across the 9 templates in the demo: 7 run at least one generator, 2 carry fog volumes, and 5 include a minerals generator at all. Those three counts are the frame for every figure above.

How it is actually used

This template combines two recorded properties. All three of its generators have explicit caps, and it carries the most fog volumes — seven against five for the nuked desert and none for the other seven maps.

The fog colours are in the files and they are not subtle: the first volume is a strong red, #D20A0A, and the rest run through greys and dull browns — #616161, #6C3636, #6D4F50, #5C5C5C, #984A4A, #5C5C5C. These are stored colour values; the record does not explain why they were chosen.

The mineral cap of 100 is lower than that of the other capped map, 250 at the Facility. Read together, these data describe generator caps and fog colours; they do not establish the actual ore supply or final battlefield layout.

How to beat it

⛔ What we cannot tell you, and will not guess: the size of the playing area, where the starting positions sit, how the mineral fields are distributed, or which map favours which faction. None of it is in the template we can read.

⚠️ One reading is worth stating plainly because it shapes everything above. A maximum count of −1 appears alongside real caps of 5, 8, 45, 65, 100 and 250 in the same field on other maps, so we read −1 as “no limit”. That is our reading of a convention, not a documented value — and if it is wrong, the sentences about uncapped generators above are the ones to distrust.

The template data on this page are extracted from build 23882143 and are tied to that version. Data from another build must be extracted and compared before this description is updated.

Values read from game files · version 23882143

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