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Orbital Shield

The Orbital Shield is your planet's answer to orbital theft. It is a planet-wide energy barrier, charged by your orbital network, that makes your orbitals unstealable while it holds — and it participates in battle as a structure the attacker has to burn through.

The shield arrived in v3.1.0 and replaces the old Planetary Shield Generator theft-reduction mechanic entirely.


How protection works

One rule decides everything:

While your shield's charge is at 25% or more of its maximum after a battle, zero orbitals can be stolen from you. Not reduced — zero.

There is no partial protection. Above the threshold the attacker's capture ships come home empty regardless of how many survived; below it, normal orbital-theft rules apply in full. The check uses the charge after the battle, so an attacker who breaks through the 25% line in combat steals normally in that same strike — that is what a SHIELD BREACHED battle report means.


Research

The shield is a four-tier chain in the Defense Engineering branch, unlocked after Orbital Defense Platforms:

Tier Requires Capacity per orbital Research time Cost (Ti / Si / Ur)
Orbital Shield I Orbital Defense Platforms 6 000 HP 24 ticks 8 000 / 8 000 / 1 000
Orbital Shield II Orbital Shield I 12 000 HP 36 ticks 15 000 / 15 000 / 3 000
Orbital Shield III Orbital Shield II 20 000 HP 48 ticks 25 000 / 25 000 / 6 000
Orbital Shield IV Orbital Shield III 30 000 HP 60 ticks 40 000 / 40 000 / 12 000

Your shield's potential scales with your economy:

potential = total_orbitals × capacity_per_orbital (highest researched tier)

A 100-orbital planet with Shield III has a 2 000 000 HP potential. The more orbitals you own, the bigger the shield — and the more worth protecting.


Strength, charge and the slider

On the Overview screen you set the shield's strength (0–100%):

run_max = floor(potential × strength%)      ← your effective maximum
charge  = current HP, capped at run_max

Strength is a running trade-off:

  • Higher strength → bigger maximum, more total absorption — but higher upkeep, and the 25% protection threshold sits higher in absolute HP.
  • Lower strength → cheaper, and because the threshold is 25% of run_max, the same stored charge is a larger percentage of a smaller maximum. Dropping strength can lift you back over the protection line instantly — at the price of a smaller total buffer.

Raising strength does the opposite: your charge becomes a smaller share of the new maximum, and can drop you below 25% until regeneration catches up.


Upkeep

While the shield is enabled and strength is above 0, it costs resources every tick:

upkeep = ceil( upkeep_rate × strength% × (600 + total_orbitals × 400) )
         paid as 40% Titanium / 40% Silicon / 20% Uranium
Tier Upkeep rate
I 6%
II 10%
III 15%
IV 22%

Upkeep scales with your total orbital count, but Uranium income only comes from your Uranium orbitals — planets with a lopsided Ti/Si-heavy economy can find the Ur share of upkeep genuinely hard to sustain at high tiers. That is by design: a maxed shield is an economic commitment, not a free wall.

If you can't pay the full upkeep on a tick, nothing is deducted and the shield decays that tick (see below). You get a "Shield upkeep unpaid" notice in your Intel feed when this starts happening.


Regeneration and decay

State Effect per tick
Upkeep paid, no hit for 6+ ticks, below max + potential / 48 (≈ 12 ticks from empty to a 25% threshold at full strength)
Upkeep unpaid, or shield disabled − potential / 96

Two consequences worth internalizing:

  1. Being hit stalls regeneration. Repeated pokes every few ticks keep the 6-tick no-hit timer reset — a besieging attacker can hold your shield down.
  2. Turning the shield off doesn't freeze it. A disabled shield decays, and when you re-enable it you are exposed until the charge climbs back over 25%.

The shield in battle

When someone attacks your planet with the shield enabled and charged, it joins the defense as a single Battleship-class structure:

  • It absorbs damage aimed at the Bs class — attackers reach it through normal Bs-targeting chains, or via fallback once your defending ship/PDS classes are cleared. In practice the shield is hit last.
  • It never fires back, never dies, and doesn't count toward battle dominance — damage dealt to it drains charge, nothing else.
  • It is EMP-immune. Aetherian freeze tactics do nothing to the shield itself.
  • A disabled shield (or one at 0 charge) does not participate at all: your orbitals are protected only by the ordinary theft rules.

The battle report shows the shield line on both sides: damage absorbed, charge before → after, and the verdict — SHIELD HELD or SHIELD BREACHED.


Scouting enemy shields

  • A basic Planet Scan reveals the target's shield tier (I–IV).
  • A Military Scan additionally reveals the combat-effective charge % — the number that matters for the 25% gate. A disabled shield reports 0%, because it won't fight.

The Battle Calculator accepts shield tier, strength and charge (or prefills them from an imported Military Scan) and simulates the breach.


Attacking through a shield

From the attacker's side, the gate changes raid math:

  1. Scout first. A Military Scan showing 30%+ charge means capture ships are wasted until the shield is down.
  2. Break it, then take it. The 25% check runs after the battle — a single strike that burns the charge below the line steals normally in that same battle.
  3. Siege it. Hits reset the regeneration timer; sustained pressure keeps the shield suppressed for a follow-up raid.
  4. Raid corvettes don't care. The shield gates orbital theft only — resource raiding works against a fully charged shield.

Quick reference

Fact Value
Protection threshold charge ≥ 25% of run_max, checked post-battle
Capacity per orbital 6 000 / 12 000 / 20 000 / 30 000 (tier I–IV)
Upkeep rate 6% / 10% / 15% / 22% × strength × (600 + orbs × 400), 40/40/20 Ti/Si/Ur
Regeneration potential / 48 per tick, after 6 ticks without being hit
Decay (unpaid or disabled) potential / 96 per tick
In battle one Bs-class structure, hit last, EMP-immune, never fires
Disabled shield decays, gives no protection and no combat absorption
Gated orbital theft only — resource raids go through