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Damage and Shields

From Per Regna
Revision as of 07:19, 13 September 2026 by Admin (talk | contribs) (Local CI auto-sync from DamageAndShields.wikitext)

Damage and Shields

Fleet battles in Per Regna resolve over a short series of combat rounds. Shields absorb before hull; planetary defense domes further reduce damage to turrets.


Combat rounds

  • Battles run up to 6 rounds (about 10 seconds of report timing per round).
  • Combat can end early when one side loses remaining combat power.
  • Each round applies a small damage variance (about Γ—0.95–1.05).

Fleet shields

  • Ships contribute a shield pool that absorbs damage before hull hit points.
  • Shields degrade over the fight: a base per-round loss plus extra degradation as the pool takes hits (effectiveness can drop substantially across a long fight, capped in the combat model).
  • Surviving ships regenerate shields between rounds, then degradation is applied again.

Strong shield fleets (and Shield Technology / related research) delay hull losses; once shields collapse, hull melts faster.


Defense domes

Colony defenses can field dome structures:

Effect Player feel
Planetary barrier field Roughly 20% less damage to defenses (incoming Γ—0.80)
Small / Large Shield Domes Additional absorption layer (about Γ—0.92 while domes are alive) β€” stacks with the barrier
Dome-first targeting Soak domes tend to absorb before individual turrets take hull

After battle, a large share of destroyed defenses can auto-repair (about 70% in the default model). Exact structure names are on Defenses pages (Small Shield Dome, Large Shield Dome, Planetary Dome, etc.).


Support repairs

Support Vessels can repair friendly hull during the fight. Repair efficiency rises across rounds and is strongest on the final round.


Practical tips

  • Bring shield-capable combat lines when you expect long fights against heavy RF or defense yards.
  • Domes matter on well-defended colonies β€” stripping soak domes opens the rest of the yard.
  • See Rapid Fire and Targeting and Priority for how damage is aimed and multiplied against soft screens.

References