See how breach, escalate, mining and rent costs all fall out of the formulas. Type in the numbers for a hypothetical target — this is a formula sandbox, not a game tool. loading…
baseTime × (1 + log₂difficulty) × (1 + defense)^defExp ÷ attack^atkExp. Defense scales harder than attack; difficulty is logarithmic.
escalationBaseTime × hostThreads^threadExponent × hardeningWeight^(hardening-1). A convex curve — each thread costs more than the last, no ceiling. At defaults: 1→2m, 6→35m, 8→56m, 10→80m. Hardening is a slight exponential nudge.
difficulty = max(floor, network ÷ divisor), rate = baseRate ÷ difficulty per thread-hour.
count × base × (days ÷ 30) × (1 + difficultyWeight × max(0, difficulty-1)). Longer terms and a busier network both cost more; difficulty is the same global mining difficulty, so rent rises as reward falls. Never below base.
These only change this page. To change the game, edit the server's tuning file.