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)
Note that Eff_Total_Defense can differ from Eff_Planet_Defense + Eff_Base_Defense due to rounding.
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 and UseBaseTorpsInCombat enabled ...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) Bay_count = Round(Sqrt(Eff_Planet_Defense)) ...plus 5 if base present Fighter_count = Round(Sqrt(Eff_Planet_Defense)) + Base_fighters