Flat Ground Defense BonusA planetary shield is an exceptional defensive benefit for a small colony, restricting the available avenues of attack and allowing existing planetary defenses to be far more effective. This benefit tapers off for a large colony, however; it's still useful, certainly, but when your ground batteries already have comprehensive coverage patterns, the addition of a shield is less dramatic.
- Game Mechanics: Provides +300 ground defense strength, with an additional +100 for improvement or installing an alpha core, instead of the vanilla multipliers. Note that the flat bonus is multiplied by the normal bonuses from, say, Heavy Batteries; if you want a high planetary defense strength, build both rather than relying solely on either.
- Gameplay Justification: This change makes the shield generator actually useful for defense on a size three colony, while being less overpowering for a size six colony. This is, admittedly, less of an issue now than it was when colonies could get up to size 10... but I personally still like this better.
Reduced Terrorist Risk For Non-Freeport ColoniesRestricting surface access to specific places and times makes it difficult to avoid cargo inspections - at least, if your colony bothers to employ customs officials in the first place. The upshot is that - as long as your planet isn't a free port - it is much more difficult for Pather terrorists to establish or maintain a presence on the ground. ...Of course, give them enough motivation, and they'll find ways around even these restrictions.
- Game Mechanics: The shield generator reduces "pather interest" values by -4 for the base installation, an additional -4 for story-point improvement, and installing an alpha-grade AI core is worth an extra -8. These benefits only apply if the planet's Free Port toggle is turned off.
- Note: Defeating the Pather crisis reduces the total Pather Interest by 50%; this is a vanilla effect that is not shown in the tooltip's numbers. The tooltip does mention that the Luddic Path is "more reluctant to take active measures against your colonies", at least.
- Gameplay Justification: Gives you a little bit more room for use of Domain Artifacts without pulling the Pathers down on your head, and a reason to actually build Planetary Shield structures when ground defense isn't a valuable stat. Filling your planet with AI cores will still get the Pathers' attention, but there's room for some judicious deployment of AI technology - and it's not like filling your planet with alpha cores is a situation that really needs buffs. Additionally, since the pather interest reduction only applies if free port is off, this provides some reason to consider that - which the vanilla game really doesn't anymore, with 0.97's removal of Hegemony and Luddic Church expeditions that used to be triggered by using free port.
- Known Issues: Pather cells may take some in-game time to dissolve once their interest has been reduced; this is not a bug, just how it works. Additionally, the exact value of interest needed to cause cell formation can vary with installed mods.