Combat Links

Planetary Defense

Similar to ships, a planet can be fortified with weapons. These weapons will shoot at hostile ships in orbit of that planet. Planetary defense is made up of 3 special types of facilities that you can build on a planet. These are “Light Turret”, “Heavy Turret” and “Shield Generator”. Each of these facilities automatically grows stronger with the currently best weapon technology researched.

  • Light Turret:
    Units = 1000
    Light-Firepower = 28 x Best-Light-Weapon-Technology-Firepower
    Heavy-Firepower = 5 x Best-Heavy-Weapon-Technology-Firepower
  • Heavy Turret:
    Units = 2000
    Light-Firepower = 15 x Best-Light-Weapon-Technology-Firepower
    Heavy-Firepower = 100 x Best-Heavy-Weapon-Technology-Firepower
  • Shield Generator:
    Units = 3000
    Shield-Strength = 15 x Best-Shield-Technology-Strength

You decide the strength of the Planetary Defense for each planet by building the desired amount planetary defense buildings. The only limit for planetary defense is the amount of available space on a planet.

You can find the planetary defense overview of each planet in the upper right corner of the Planet-View screen.

planetarydef.jpg

In this example the planet has got a decent defense already. The total of 8000 units is further strengthened by a present Shield-Generator which amplifies the effective hitpoints during a battle by 225%, which results in 26000 effective hitpoints.

The present light and heavy turrets make sure the planet does shoot back at hostile ships. In this case there is a total light firepower of 2784, and a total heavy firepower of 13325 ready to be shot at your enemies ships.

A planet does not need to be given the attack order. It will always automatically fire at ships that have arrived in orbit, if you are at war with that player.

Defense Facilities

Light Turret

Primarily fires against light ship-classes. Units: 1000, firepower set by technology level:

Technology Light Weapon Heavy Weapon Light Firepower Heavy Firepower
Cold Fusion Mass Driver None 476 25
Photon Mechanics Pulse Laser Photon Cannon 840 80
Tachyon Physics Beam Laser Photon Cannon 980 80
Plasma Physics Beam Laser Ion Pulse Cannon 980 145
Proton Controller Proton Laser Proton Torpedo 1344 270
Anti-Matter Fission Proton Laser Anti-Matter Torpedo 1344 325
Subspace Controller Proton Laser Particle Cannon 1344 385
Artificial Wormholes Proton Laser Wormhole Infiltrator 1344 705

Heavy Turret

Primarily fires against heavy ship-classes. Units: 2000, firepower set by technology level:

Technology Light Weapon Heavy Weapon Light Firepower Heavy Firepower
Plasma Physics Beam Laser Ion Pulse Cannon 525 2900
Proton Controller Proton Laser Proton Torpedo 720 5400
Anti-Matter Fission Proton Laser Anti-Matter Torpedo 720 6500
Subspace Controller Proton Laser Particle Cannon 720 7700
Artificial Wormholes Proton Laser Wormhole Infiltrator 720 14100

Shield Generator

Strengthens the units of the planetary-defense. Units: 3000, Percentage of increase is set by technology level:

Technology Shield Name Percent Increase
Advanced Magnetism Magneto Shield 75%
Quantum Fields Quantum Shield 120%
Gravity Controller Anti-Grav Shield 180%
Sub-Space Controller Gaussian Shield 255%
Magnetic Monopoles Warp Shield 375%

Ship vs planet combat

This basically works the same way as ship vs ship battle. Except this time only the bombing weapons of the ship are relevant. The bombing firepower of a ship aims to destroy the planet-defense units/hitpoints. At the same time the planets light and heavy turrets will fire back at the ship. As always, if the attacking ship is of type light-class, then the light turrets of the planet will be more effective. On the other hand if the attacking ship is a heavy-class type ship, then the heavy turrets will be more effective.

Please refer to Ship vs Ship Combat for more details.

Depending on the damage inflicted by the ship-bombs, collateral damage may occur on the planet. This means that citizens and stationed military might get killed, but also facilities can get destroyed during a bombing run.

If an attacking fleet fails to destroy all a planet’s hitpoints, and then moves away, the planet’s hitpoints are completely and instantly repaired.

 
manual\planetary-defense.txt · Last modified: 2008/10/31 15:28 by erwin-sc
 
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