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SAMlevel15

“A hidden launcher that fires a high-powered missile at the first aircraft in range. Does not target ground troops”

General Information[]

  • The S.A.M. Battery (Surface-to-Air Missile) is a trap that is triggered by nearby Aircraft. When triggered, it would strike the Aircraft with missiles severely damaging it.
  • It is unlocked in the Global Age.
  • Requires 2 citizens to build or upgrade.
  • They are considered the most important defense in the game; attackers fear them more than any other defense. When scouting a base for an alliance mate, locating them is the most important scouting measure
  • They also target helicopters; so any flying objects; including the general Zhukov

Historical Description[]

The S.A.M. Battery is a device still used today in aerial defense although not necessarily in a static form. The concept of a S.A.M. system originated in 1925 but was unsuccessful. The first actual attempts at developing a S.A.M. system came in WW2 when the German military and Allied powers both attempted to create an advanced form of AA. The Germans never completed their projects successfully but had proposed several guided Flak rockets that could reach heights up to 60,000 feet. The Allied powers had an unguided S.A.M. system operating with the name "Z Battery" but was rarely used due to their air superiority at the time. The first real guided S.A.M. systems came in the Vietnam war.

Gallery[]

Statistics[]

Size 1x1
Range 3 Range
Age Number Available
Global Age 2 (3)
Atomic Age 3 (4)
Cold War Age
Space Age 3 (5)
Digital Age
Information Age
Drone Age 4 (6)
Automation Age 5 (7)
Level Cost Gold icon Re-Arm CostGold icon Upgrade Time Clock Citizens Needed Experience Gain Exp Damage Damage Damage Max* Age Unlocked
1 1,000,000 7650 5d 2 1,845 1,320 2,112 Global Age
2 1,500,000 ? 7d 2,220 1,380 2,208
3 2,500,000 ? 8d 2,385 1,440 2,304
4 3,250,000 ? 9d 2,545 1,920 3,072 Atomic Age
5 4,000,000 ? 10d 2,700 2,646 4,234
6 4,900,000 ? 10d 12h 3,276 3,188 5,101 Cold War Age
7 5,000,000 ? 2,770 3,833 6,133
8 5,200,000 ? 12d 3,400 4,313 6,901 Space Age
9 6,500,000 ? 13d 12h 3,615 4,900 7,840 Digital Age
10 8,125,000 ? 15d 3h 3,868 5,635 9,016
11 10,125,000 ? 15d 12h 4,150 6,480 10,368 Information Age
12 12,500,000 16d? 4,400? 7,468 11,949
13 15,000,000 17d 12h? 5,950 8,568 13,709 Drone Age
14 17,500,000 18d 12h 6,500 9,660 16,422
15 20,000,000 33,000 19d 7,000 11,300 Automation Age

* "Damage Max" is damage with all related Library and University research completed.

Defensive Strategies[]

  • To have a good chance of killing a Bombers instantly, put it on the route to your Oil Refinery. In World War, put next to the wonder Forbidden City or the Town Center to prevent the planes.
  • Remember, planes will take the shortest path from the edge to get to your buildings, so place the S.A.M. Battery on the side of the building you want to protect that's closest to the edge of the map.
  • Do not place multiple SAMs in close proximity to each other, so a Space Shuttle's Scan does not disable multiple SAMs in war.

Offensive Strategies[]

  • In war, using a cheap/free troop tactic, such as Zeros, is a common way to trigger SAMs early in the battle
  • Helicopters also trigger SAMs; so if you know or suspect a SAM is on the edge, place a helicopter there first so trigger the SAM
  • If you have a scout for war, make sure you ask them to find the SAMs; ideally using many helicopters, fighters, and all sabotage

Boosts[]

Council Committees[]

  • ?

Council Councilors[]

  • ?

Library Technology[]

  • Deception
    • Ch. 4 = +20% S.A.M. Battery damage.
    • Ch. 5 = Increases S.A.M. Battery limit by 1.
  • Anti-aircraft
    • Ch. 1 = +10% S.A.M. Battery damage.
    • Ch. 2 = +1 S.A.M. Battery range.
    • Ch. 3 = Increases S.A.M. Battery limit by 1.
  • Early Preparation
    • Ch. 1 = +10% S.A.M. Battery Damage

University[]

  • Amelia Earhart
    • S.A.M. Battery Damage: Increases S.A.M. Battery damage by 6% (5 levels).
  • Harriet Tubman
    • Traps upgrade Time: Decreases the time of upgrading Traps by 1% (10 levels).
    • Traps upgrade Cost: Decreases the cost of upgrading Traps by 1% (10 levels).

Wonders[]

VIP Bonuses[]

  • Building Upgrade Resource Cost
    • Level 9 : 5%
    • Level 12 : 10%
    • Level 15 : 15%

Parliament Laws[]

  • Base Financing: Defense
    • Reduce cost of Defense building upgrades by 3,000 ~ 85,000 Food/Gold (to a minimum of Free)


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