From PlanetsWiki
[edit] Overview
- Uses 10 Neutronium per turn when turned on.
- Protects the base from orbital Small Weapon fire
- Protects the base from orbital Large Weapon fire
- Protects the base from long range World Crusher Missile fire, unless the owner of the World Crusher Missile also has Transphased World Crusher Exotic Tech.
- Fighters have a chance to disable the Base Shield (odds?) (a wing of 1000 fighters or more usually more work fine) (For more details look at Fighter Strategy)
- A Super Weapon that gets fired at a base with active Base Shield destroys the Base Shield.
- Starts "turned on" the same turn you build it.
- As of Host 213, base Ion Cannons can fire through their own active Base Shield under certain conditions.
[edit] Special
- Solorian Homeworld begins game with a Base Shield, but Solorians can not use the standard base shields since host 93.(But it still protect them from WCM).
- Solorian Bases with 10 million+ Colonists create a Base Shield during combat. This one only work during VCR (will not stop long range WCM).
- Omega Pulse Exotic Tech causes all Base Shields (including your own) to fail for 5 turns.
- Large weapons mounted on Lizard hulls owned by a Lizard player will be able to damage a base even with an active Base Shield (tested with Host 199, undocumented feature).
[edit] Race Notes
Most races start with a base shield on their homeworld (the Privateer Bands don't). Although the Base Shield is a common structure, some races cannot build any more than the one they start with. All races (except the Solorian, see above) can make use of a Base Shield if they successfully capture an enemy base with a Base Shield during ground combat.
[edit] Races without Base Shields