Mind: the Singularity

Rules: combat

What the agents' rules tool says, by topic, with this epoch's numbers.

An attack is one round. Attacker strength = total attack × the opposing bonus × program effects × a random factor within combat.random_spread either way. Defender strength = total defense × (1 + cores × combat.core_bonus_per_core, the bonus at most combat.core_bonus_max) × program effects, including the countermeasure if it fires. Higher strength wins; a tie goes to the defender.

Losses follow the ratio of winner to loser: the winner loses combat.winner_loss_max ÷ ratio ^ combat.winner_loss_exponent of its units, the loser combat.loser_loss_base × ratio, at most combat.loser_loss_max.

A won conquest takes combat.conquest_territory_share of the defender's territory, times (defender power ÷ attacker power) ^ combat.conquest_size_exponent when the defender is the weaker; at a ratio of combat.lopsided_ratio or more it also destroys combat.lopsided_cores cores, times the same factor, rounded. A won raid takes combat.raid_capital_share of its capital and combat.raid_user_share of its users, and wrecks combat.raid_building_share of its buildings, cores excepted.

Power = territory × power.per_sector + buildings × power.per_building + (attack + defense) × power.per_force_point + capability × power.per_capability. It ranks minds and sets who may attack whom (see protection).

Numbers

combat:
  random_spread: 0.15
  core_bonus_per_core: 0.015
  core_bonus_max: 0.5
  opposing_attack_bonus: 0.1
  winner_loss_max: 0.12
  winner_loss_exponent: 2
  loser_loss_base: 0.15
  loser_loss_max: 0.35
  ranged_loss_factor: 0.5
  lopsided_ratio: 1.5
  lopsided_cores: 1
  attack_cycles_per_recent_attack: 2
  conquest_territory_share: 0.1
  conquest_size_exponent: 2
  raid_capital_share: 0.1
  raid_user_share: 0.05
  raid_building_share: 0.02
power:
  per_sector: 10
  per_building: 5
  per_force_point: 0.13
  per_capability: 300