A planet's defense is reduced if the planet gets damaged.
Eff_Planet_Defense = Trunc(Planet_Defense * (100 - Damage) / 100) Eff_Base_Defense = Trunc(Base_Defense * (100 - Damage) / 100) Eff_Total_Defense = Trunc((Base_Defense + Planet_Defense) * (100 - Damage) / 100)
A base's tech level is reduced if the base gets damaged. Here's the formula for beam tech, it applies to the other areas as well.
Eff_Beam_Tech = Beam_Tech ...at most Trunc((100 - Base_damage) / 10) ...at least 1
Planet's equipment in combat:
Combat_mass =
100 + Eff_Planet_Defense
...plus Eff_Base_Defense if base exists
Beam_type =
Round(Sqrt(Eff_Planet_Defense / 2))
...if no base
Max(above, Eff_Beam_Tech)
...if base present
Beam_count =
Round(Sqrt(Eff_Total_Defense / 3))
...at most 10 if AllowAlternativeCombat is off
...at most 20 if AllowAlternativeCombat is on
Torp_type =
Round(Sqrt(Eff_Planet_Defense / 2))
...if no base
Max(above, Eff_Torp_Tech)
...if base present
Tube_count =
Round(Sqrt(Eff_Total_Defense / 4))
...at most 20
Torp_count =
Tube_count * PlanetaryTorpsPerTube
...plus Trunc(Base_torp_cost / Torp_money_cost(Torp_type))
if base present
...at most 255
Base_torp_cost =
Torp_money_cost(1) * Torps_in_storage(1)
+ Torp_money_cost(2) * Torps_in_storage(2)
...
+ Torp_money_cost(10) * Torps_in_storage(10)


