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 * Eff_SurvivalRate / 100)
...where Eff_SurvivalRate =
Trunc(ColonistCombatCaptureRate[Ship_Owner] * ColonistCombatSurvivalRate[Planet_Owner] / 100)
...at least 1
Colonist_happiness_after_combat =
Colonist_happiness - Trunc(Eff_SurvivalRate / 2)
...at least MinimumHappiness
Experience_points_after_combat =
Trunc(Experience_points * Eff_SurvivalRate / 100)
Natives_after_combat =
Trunc(Natives * NativeCombatSurvivalRate / 100)
Native_happiness_after_combat =
Native_happiness - 20
...at least MinimumHappinessPlanet 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 removeThis 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.



