Conquered planets with Manufacturing/Tech/Economic capitals that can't be demolished

I don't know if anyone else has brought this up yet, but it happens a lot -

When I conquer another civ's planet I often get their Manufacturing or Technological or Economic capital with it, when I already have these on my colonized planets. The new duplicate versions can't be demolished! So it's a waste of a planetary tile essentially.

I don't know if this is a bug or intentional, but it'd be nice to be able to demolish them.

7,411 views 11 replies
Reply #1 Top
I'm curious on why you'd want to destoy them- After all they give that planet a boost to its Manufacturing/Technological/Economical capacity....
Reply #3 Top
It's true that the AI often put these on the strangest planets and sometimes bonus tiles but's it's never worthwhile to destroy them. You do want to make sure that you've built all your super projects that you can before you start conquering planets.

It's really nice when you get an extra Hyperion Shrinker or Hyperion Logistics Center. Some people give away the techs that enable these to all of the AI's just so they can get more of them. I would do this as well but I've always played with tech trading disabled.
Reply #4 Top
I'm curious on why you'd want to destoy them- After all they give that planet a boost to its Manufacturing/Technological/Economical capacity....
If your first capital of that type is one you gained from a conquered planet, as far as I know, you can no longer place that capital type on one of your own planets where it would do the most good.

Reply #5 Top
If your first capital of that type is one you gained from a conquered planet, as far as I know, you can no longer place that capital type on one of your own planets where it would do the most good.


Yep, had this happen with a Tech capital recently... the planet had NO labs on it, had to retrofit the whole thing . I've also had to happen with a Economy Capital too.

BTW... anyone knows what happens if you capture a capital while you were building one on another planet?
Reply #6 Top
BTW... anyone knows what happens if you capture a capital while you were building one on another planet?


Builds as normal.
Reply #7 Top
This topic has already appeared on the forum. A Stardock employee (can't remember who it was) said they werent currently thinking about changing the undestructable specials.

I asked if thet would reconsider, don't know if they replied cos its pretty hard to find posts you've made on other peoples threads in this forum.

Anyway the more people asking for it to be changed the better.


Lenius.
Reply #8 Top
It should say "You now have 2 such-and-such Capitals. Only one planet can be your such-and-such Capital. Which planet do you choose?"
Reply #9 Top
Hmm- I always have my tech/mech/Eco capitals before I start my path to Galatic Domination... But for some reason I was under the impression you could still build those buildings after you captured them. (I thought I had, but perhaps it was in a beta, or more likely my mind is going)

It's really nice when you get an extra Hyperion Shrinker or Hyperion Logistics Center.


I agree with you Mumble- There is nothing quit like having multiple Hyperion Shrinkers- my only complaint is, all that stuff on a ship, sure can make it expensive

Reply #10 Top
I generally wouldn't want to destroy a super project after capturing an enemy planet with one, but it would be nice to be able to decomission it and have it appear back in my list of buildable projects. Of course, if decomissioning resulted in losing it forever, there would be no point.

Reply #11 Top
I thought the Civilization approach was best. The palace was always available, and if you built it in one city it got removed from another. When you captured someone else's palace, it just disappeared.

Probably capitals and super projects should work this way, but trade goods and achievements can be left alone.