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=== Damage === {{SVersion|3.3}} Damage by space combat is distributed onto three components: Hull Points, Armor, and Shields. Different [[Weapon components|'''weapons''']] do different amounts of damage to each. * {{icon|ship health}} {{green|Hull Points}} is the most important attribute for any ship. When Hull Points reach 0, the ship will be destroyed. Furthermore, ships will have their fire rate decreased by a percentage equal to half of the percentage of Hull Points lost. Hull Points are determined by ship size and tech bonuses. * {{icon|ship armor}} {{red|Armor}} provides an anti-kinetic layer of protection, based on the type of Armor component added, and tech bonuses. * {{icon|ship shield}} {{blue|Shields}} provides an anti-energy layer of protection, based on the type of Shield component added, and tech bonuses. Shields require energy from the ship's reactor and always regenerate, unlike Hull Points and Armor. When being attacked, Shields will absorb damage first. After Shields are depleted, Armor will be damaged. After Armor is depleted, Hull Points will be damaged. Some weapons are better, or worse, than others at depleting Shields and/or Armor, and some weapons deplete Hull Points directly. When the Hull, and Armor, are damaged the most common way to repair them is by docking the fleet with a Starbase. It is possible to repair ships other than by docking, such as a ship having the 'regenerative hull tissue' component, or a fleet's commanding Admiral having the 'engineer' trait. However, self-repairing is slower than dock-repairing (2% per day or 60% per month). Defense Platforms have a base self-repairing rate of 2% per day. It takes 30 days before a Starbase starts to repair itself after combat and there not being any hostile warships in the system. Disabled Starbases reactivate after 6 ticks of regen (36 days). Ship protection modifiers are sparse, only two for each defense layer existing: {{box wrapper}} {| class="mildtable" style="float: left; margin-right: 30px;" ! Source ! Hull bonus |- | {{iconify|Unyielding}} Admiral trait | {{green|+10%}} |- | {{iconify|Devouring Swarm}} civic | {{green|+25%}} |} {| class="mildtable" style="float: left; margin-right: 30px;" ! Source ! Armor bonus |- | {{icon|edict}} Volatile Reactive Armor edict | {{green|+25%}} |- | {{icon|matter compression|24px}} Matter Compression repeatable technology | {{green|+5%}} |} {| class="mildtable" style="float: left; margin-right: 30px;" ! Source ! Shield bonus |- | {{icon|edict}} Exotic Gases for Shield Boost edict | {{green|+25%}} |- | {{icon|shield harmonics|24px}} Shield Harmonics repeatable technology | {{green|+5%}} |} {{end box wrapper}}
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