Advanced Defenses
Increases the equipment space, hit points, weapons, defenses and special equipment of defense structures.
I’m sure you’re asking "Why is this mod different from all other mods"? And in response I would ask, "Why are you talking like this is a Passover Seder"? But as an answer I’d say it’s different because I made it so it’s how I want it. But that wouldn’t matter to you. So here are some general details.
Most weapons have mods when they didn’t before, however there’s something odd happening. Sometimes weapons I’ve added mods to in the blueprint files aren’t used. In one case a starbase had mods on its beams but not its cannons, while the orbital batteries next to it had mods on its cannons but not its beams. Weird.
Everything uses battlepods, reinforced hull, heavy armor, ECM jammer, and hard shields if available. The hard shields are because the structures sometimes spawn in nebula so their shields would be disabled without it, and the ecm jammer because we all know missiles are quite useful.
Missile bases and orbital batteries have more space and special equipment that enhances their corresponding weapon type. Their hit points are not increased. My philosophy is that these are "glass cannons" that deal high damage but are destroyed in most battles. They still last longer do to reinforced hull, heavy armor, and hard shields if you have them.
In addition to the standard increases, outposts equip more missiles. They don’t have a large increase in space because they are meant to be roadblocks, not serious defenses. Advanced outposts have more substantial increases because it’s an optional tech. And less missiles because guns will be better by the time you get it.
Starbases, battlestations, and star fortresses are much stronger. Their specials focus more on defense than the missile base and orbital batteries. Starbases use more missiles and guns only have the heavy mod because they’ll probably miss early on so they don’t waste a lot of space on mods to increase damage and just get more weapons firing. Battlestations have more beams because you may have deathrays at this point and both guns use more mods but not autofire because of accuracy. Star fortresses use more cannons because you likely have those end game high accuracy, high damage cannons by then, and they use mods including autofire because your accuracy issues are likely as solved as they’re going to be.
Each uses a better version of ecm but since you can’t have it swap one ecm for another, the starbase always uses the first ECM and the star fortress uses wide area jammer. If you have earlier jammers but don’t have the wide area jammer then you’re star fortress gets no ECM but your smaller bases will. No way to fix that.
OK here’s some numbers.
Space increases:
Missile 200 – 400
Batteries 200 – 400
Outpost 150 – 200
Advanced Outpost 350 – 600
Starbase 450 – 550
Battlestation 600 – 850
Star Fortress 800 – 1150
Hit point increases:
Missile 480 – 480
Batteries 480 – 480
Outpost 200 – 400
Advanced Outpost 400 – 1200
Starbase 400 – 1100
Battlestation 800 – 1700
Star Fortress 1500 – 2300
Like those numbers? Maybe you don’t, I don’t know.
I’m not going to list all the specials I’ve added to blueprints I’m tired of typing.