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jmpveg22

Captain
Jan 28, 2014
308
245
During warfare we should have the option to destroy structures for a cost...

Eg:
-500 energy credits to destroy an Outpost
-2500 energy credits to destroy a citadel.
-5000 energy credits to destroy gateway, or hyper lane relay (they revert to a ruined state, and can be rebuilt)
-10000 energy credits to destroy a megastructure (they revert to a ruined state), habitats, orbital rings
 
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jmpveg22

Captain
Jan 28, 2014
308
245
After the war, you should be able to destroy ruined megastructures as well.
But the empire who build it, can then build a new one somewhere else.

Maybe salvage them for material and parts....using construction ships and a lengthy events in stages.

That way if war breaks out again... the enemy has a slim opportunity to recapture ruins.

Eg:
1000 credits to disassemble ruins for ______ alloys, stage 1
2000 credits for _____ alloys stage 2
4000 credits for ______ alloys stage 3
 

NotAYakk

Major
Feb 26, 2021
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So, we have a total war option in the game.

When you fight total war, once you have controlled a system you can destroy almost anything.

Admittedly, not gateways or megastructures.

If you aren't fighting a total war, then you are fighting a restrained war. "No destroying planets" "no destroying stations" sort of makes a bit of sense.

I could see adding less restrained warfare policies, with the a cost between "standard empire" and "determined exterminator".
 
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jmpveg22

Captain
Jan 28, 2014
308
245
So, we have a total war option in the game.

When you fight total war, once you have controlled a system you can destroy almost anything.

Admittedly, not gateways or megastructures.

If you aren't fighting a total war, then you are fighting a restrained war. "No destroying planets" "no destroying stations" sort of makes a bit of sense.

I could see adding less restrained warfare policies, with the a cost between "standard empire" and "determined exterminator".

Not sure why/how megastructure are still indestructible...
 
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InvisibleBison

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Whatever the cost it should happen.

10000 energy in a war with all ships likely deployed and escalating energy costs is no laughing matter for all but the most hearty of empires.
10000 energy credits is chump change for a nation strong enough to beat a nation with the tech and industry necessary to build a megastructure.
 
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jmpveg22

Captain
Jan 28, 2014
308
245
10000 energy credits is chump change for a nation strong enough to beat a nation with the tech and industry necessary to build a megastructure.

In that case:

1000 energy to destroy a outpost
5000 energy to destroy a citadel
10000 energy to destroy a gateway or hyperlane relay (they revert to a ruined state)
20000 energy to destroy a habitat or orbital ring (they revert to ruined state)
________ (insert whatever number high enough) to destroy a megastructure (becomes a ruined version)

This process should also take time to complete, in which you have to continually occupy the structure for the entire time.
1 month for outpost
5 months for citadel
10 months for hyperlane relay, gateway, orbital ring, habitat
20 months for megastructures

I personally would ALSO make it cost influence along with energy to destroy things... like it costing 100 influence points to destroy a megastructure on the high end.

The point is that during warfare nonstructure should be invincible or indestructible.
 

jmpveg22

Captain
Jan 28, 2014
308
245
Defensive playstyles with lots of static defense is already not an ideal strategy and this change would punish that playstyle the most.
Only really becomes a problem if you are pretty bad at defense. By the time megastructures are an option for you, if you cannot defend your territory from a competing empire... this proposal is the least of your worries.
 

XCodes

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Did you forget you were suggesting an option to destroy Starbases?

Starbases are a significant investment of alloys in the early game. Allowing one to be permanently deleted mid-war with a little energy is going to make them very much not worth the investment.
 

jmpveg22

Captain
Jan 28, 2014
308
245
Did you forget you were suggesting an option to destroy Starbases?

Starbases are a significant investment of alloys in the early game. Allowing one to be permanently deleted mid-war with a little energy is going to make them very much not worth the investment.

In early game how many empires do you face off against that have 1000s of credits to spend like that??? Let alone be able to capture and hold a "defensively minded" empire???

Seriously no matter what, something seems off. This proposal would be the least of your actual problems if this is something you encountered.

This becomes even more true if you factor my later idea of needing to hold the territory for a period of time for the destruction to occur.


In any event its silly that structures are indestructible... but somehow planets arent.
 

NotAYakk

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Feb 26, 2021
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In early game how many empires do you face off against that have 1000s of credits to spend like that??? Let alone be able to capture and hold a "defensively minded" empire???

Seriously no matter what, something seems off. This proposal would be the least of your actual problems if this is something you encountered.

This becomes even more true if you factor my later idea of needing to hold the territory for a period of time for the destruction to occur.


In any event its silly that structures are indestructible... but somehow planets arent.
But, they are not.

Destroying starbases is just a matter of politics, not technology.

When you are engaged in Total War, you take a system, and you can delete the starbase as soon as it comes online.

The block to destroying a starbase is **political**, not technological.

Note that the ability to destroy a planet also opens this up -- the colossus total war decision on both sides lets you delete starbases just as easily -- easier even.

Now, megastructures and gateways are another thing. Being able to deactivate gateways and disable megastructures makes sense. Blowing up gateways and megastructures should require collossi, or something similar in tier. They are BIG structures.
 
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jmpveg22

Captain
Jan 28, 2014
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245
But, they are not.

Destroying starbases is just a matter of politics, not technology.

When you are engaged in Total War, you take a system, and you can delete the starbase as soon as it comes online.

The block to destroying a starbase is **political**, not technological.

Note that the ability to destroy a planet also opens this up -- the colossus total war decision on both sides lets you delete starbases just as easily -- easier even.

Now, megastructures and gateways are another thing. Being able to deactivate gateways and disable megastructures makes sense. Blowing up gateways and megastructures should require collossi, or something similar in tier. They are BIG structures.

That makes 0 sense... using your logic we should need a collosis to destroy a:
-battleship
-titan
-or anything really with sufficient shielding.
 

NotAYakk

Major
Feb 26, 2021
604
617
That makes 0 sense... using your logic we should need a collosis to destroy a:
-battleship
-titan
-or anything really with sufficient shielding.
First of all, star bases are larger than those? And megastructures are ridiculously larger than those. Ringworlds are, in a sense, bigger than planets.

It requiring planet-destroying tech to destroy them makes sense.

As for star bases, you can destroy star bases year 1 with no tech. Just need a total war casus beli.

If you want to play barbarians who destroy massive star bases, you can. The vanilla game permits it.
 
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jmpveg22

Captain
Jan 28, 2014
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First of all, star bases are larger than those? And megastructures are ridiculously larger than those. Ringworlds are, in a sense, bigger than planets.

It requiring planet-destroying tech to destroy them makes sense.

As for star bases, you can destroy star bases year 1 with no tech. Just need a total war casus beli.

If you want to play barbarians who destroy massive star bases, you can. The vanilla game permits it.

Are you proposing that due to thier size they are of an indestructible material? Seriously confused by your reasoning...
 

fourteenfour

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I would much prefer having two options and both fit great within "role playing" if not fiction in general.

All structures need to have hull points relative their total alloy investment and this should determine how long it takes a fleet to totally destroy the object; I have always been in favor of starbases being destroyed and not merely flipping who controls it (seriously would you know the difference between a Blorg's food dispensers and waste removal units???). It could take months of game time to destroy a megastructure if you did not have sufficient fleet power but it must always be easier to destroy.

However the second option I am proposing is much more fun... and sinister.

Construction ships should be able to disassemble any base, habitat, megastructure, and orbital ring. Assigning multiple should speed up the process. I would suggest that even if the habitat or megastructure is occupied you could still do this as long as they cannot shoot back; see I did say sinister. This would be great for total war empires but could be used after a war ends. You are reclaiming the materials used to build the structures, not 100% and not instantly.

face it, every structure must be able to be disassembled. I would go so far as stating we should be able to disassemble abandoned gateways, maybe your spiritualist empires think they are an affront!
 
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