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Showing content with the highest reputation on 03/20/23 in all areas

  1. CRISIS! The Emperor, Lucianus has left us with no heirs! The Empire is at risk! However, there is hope. A project was left forgotten on the table long ago...although it seemed to be missing something. When Lucianus had found the project, there was lots of work that needed to be done. To make this project his King Solomon - the wise king - refinement was desperately needed. However, while years of acclimation was enough to work out the rust, something was missing that Lucianus couldn't put his finger on. Perhaps with the right program...something could be worked out. Lucianus worked long into the night to create just what was needed, using everything at his disposal - all of the knowledge he had to impart, every lesson he could give, and with the help of ValkGPT, it was ready. Emperor.exe - his masterpiece. At long last, Lucianus imported it into the existing code and ran it. The Empire was secured; all hail the SoloBot™️! The March 2023 Elections have concluded, here is the new Rose government: Emperor: Solomon Ben-David High Justice: Harry Flashman Horizon Guard of Foreign Affairs: Wasteking Horizon Guard of Military Affairs: DiamondBlocker10 Horizon Guard of Internal Affairs: Melisma Horizon Guard of Economic Affairs: Jordan Horizon Guard of Technological Affairs: Mateus
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  2. Join Name Withheld Today and Save Humanity We are a covert organisation dedicated to safeguarding humanity from the unknown. Our work takes us to the darkest corners of Orbis, where we confront unimaginable horrors that threaten the very fabric of reality. As a member of Name Withheld, you will be a part of a highly trained team of Containment Specialists who are devoted to this cause. We seek only the best and most committed individuals to join our ranks, as the dangers we face require exceptional skill and unwavering dedication. We operate in secrecy for a reason. Our work often involves unorthodox methods that others may not understand or condone. We do what is necessary to protect Orbis, no matter the cost. As a Containment Specialist, you will have access to unparalleled resources and training to help you develop your skills and hone your abilities. Our organisation is comprised of a tight-knit community of individuals who share a common purpose, and we value each member's contribution. If you are willing to face the unknown and stand with us in this fight, we welcome you to join our ranks. Together, we will ensure that humanity remains safe from the dangers that lurk in the shadows. Alliance page Discord server (mandatory for membership) Wiki page
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  4. WOW, THIS POST REALLY OPENED MY EYES.
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  5. Infrastructure damage in battles is calculated based on units sent, units defending, randomness, victory type, and the amount of infrastructure in the city. Victory type is between 0 and 3, and corresponds to Utter Failure, Pyrrhic Victory, Moderate Success, Immense Triumph respectively. The general formula for ground battles, airstrikes, and naval battles is: min(((Attacking Units - (Defending Units * 0.5)) * Unit Damage) * RAND(.85,1.05) * (Victory / 3), City Infra Limit, Total Infrastructure) Ground Battles Soldier Infrastructure Damage: 0.000606061 Tank Infrastructure Damage: 0.01 City Infra Limit: (City Infrastructure * 0.2) + 25 Airstrikes Aircraft Infrastructure Damage: 0.35353535 City Infra Limit: (City Infrastructure * 0.5) + 100 When infrastructure specifically is not being targeted, infrastructure damage is divided by 3, with the exception of dogfights, which divide damage by 2. Naval Battles Ship Infrastructure Damage: 2.625 City Infrastructure Limit: (City Infrastructure * 0.5) + 25 --- Missiles and Nuclear Weapons destroy an amount of infrastructure dependent upon the amount of infrastructure in the city targeted, the city's population density, and randomness. The general formula is: min(RAND(Base Infrastructure Damage, max(Max Infrastructure Damage, Population Density * Pop Density Factor)), City Infrastructure Limit, Total City Infrastructure) Missiles Base Infrastructure Damage: 300 Max Infrastructure Damage: 350 Pop Density Factor: 3 City Infrastructure Limit: (City Infrastructure * 0.3) + 100 Nuclear Weapons Base Infrastructure Damage: 1700 Max Infrastructure Damage: 2000 Pop Density Factor: 13.5 City Infrastructure Limit: (City Infrastructure * .8) + 150
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