Planet lost: If a planet was lost in combat, it changes ownership. If the planet had a starbase, that one is destroyed.
Defense_after_combat = 0 Colonists_after_combat = Trunc(Colonists * ColonistCombatSurvivalRate / 100) Colonist_happiness_after_combat = Colonist_happiness - Trunc(ColonistCombatSurvivalRate / 2) ...at least MinimumHappiness Experience_points_after_combat = Trunc(Experience_points * ColonistCombatSurvivalRate / 100) Natives_after_combat = Trunc(Natives * NativeCombatSurvivalRate / 100) Native_happiness_after_combat = Native_happiness - 20 ...at least MinimumHappiness
Planet won: Ammunition that was fired in combat is used from the starbase's storage first. The base also takes damage first.
Fighters_lost = Min(Fighters_launched_in_combat, Base_fighters)
Torpedoes used in combat are made up of all types' storage, so after combat, the base loses torpedoes of all types. PHost uses the following algorithm:
Torpedo_costs = Torps_fired * Torp_money_cost(Torp_type) Repeat For i:=1 To 10 (iterate through all torpedo types) If (Torps_in_storage(i) > 0) And (Torpedo_costs > Torp_money_cost(i)) Remove one torpedo of type i Decrease Torpedo_costs by Torp_money_cost(i) EndIf EndFor Until the above loop didn't find any more torpedoes to remove
This attempts to make sure losses are distributed equally among all types.
Ending Status: The planet can take part in several fights during a turn. After all these fights are completed, damage effects are computed.
Base_damage_after_combat = Base_damage + Damage_taken ...if that is 100 or more, the base is destroyed Base_defense_after_combat = Trunc(Base_defense * Damage_taken / 100) Max_base_tech = Max(1, Trunc((100 - Base_damage_after_combat) / 10)) Defense_after_combat = Trunc(Planet_defense * Damage_taken / 100)
The Max_base_tech is the maximum tech level the base can have after combat. Tech levels above that limit are reduced.