The 200 influence cost to move the last pop out of a colony should not apply to a planet I just invaded during war

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matteeeo91

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The 200 influence cost to move the last pop out of a colony makes sense, I can understand why decolonising a planet should take a lot of influence, even after spending a lot as well to relocate pops.

However, I don't understand why I should spend the same 200 influence to move out of a planet I just conquered and after purging the entire population.

In my last game I was playing as determined exterminator and entered a war with a large empire. After a while, I was stuck with a lot of planets with two or three pops of my species (who just automatically relocate/appear on the planet after conquering it) and an exploding empire sprawl, with too little influence to move out of them all. This is a serious problem, especially in the late game when growing a single pop takes so long that it's practically impossible to use those planets in a productive way.

The 200 influence cost should either be reduced or even not applied at all for planets I conquered and with no more enemy pops around, at least while the war is still going on.
 

GOLANX

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Hey I'm playing DE right now too, I found the way around this is to ban all my pops from working and they will leave on their own. Still its a pain in the neck to go through 6-12 jobs banning all the slots just to depopulate the planet. Also you can remove all of your pops before the purge is done, its nice the organics feed themselves to the meat grinder, Organics are such lemmings that way.

It's worse for those empires that had to colonize every planet or stuck 5 habitats in each system, I understand why Armageddon bombing takes time, but why don't habitats blow up when you max out devastation? It's not like you can't replace it. Auto appropriation needs to be a policy option for DEs.
 
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HFY

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but why don't habitats blow up when you max out devastation? It's not like you can't replace it.
IIRC you can't replace any Megastructure which is destroyed.

The celestial object has some kind of flag value which will prevent it.

(At least that was true in 2.8...)