when you take over the planet you get all the structure in the gravity well, including turrets repair structures the works, except a starbase. That way the defense strucures there (if any) could possibly hold out till you get a fleet there to de
The dubiousness of the benefit was only half my argument- the other half is that all the benfits on tipping the planet in the world don't matter if you can't tip the planet.
At present due to gameplay constants and the nature of how deliverance engine works the deliverance engine simply isn't all that likely to actually cause a planet to revolt regardless.
And even if you did cause a revolt and instantly gain the planet: A few stolen turrets and repair bays aren't going to stop the enemy from using siege frigates/capital ships to just bombard your newly colonized planet dead(doesn't take very long for an un-upgraded planet even if it didn't start from 1 HP like most colonizations do). And your stolen static defenses are next in lien for demolition.
the enemy can see the revolt coming a mile away(allegiance loss is slow) and have a fleet stationed in the gravity well- and again if you send a fleet to prevent them from destroyign everything you take then you could have colonized the old fashioned way without this buff.
In essence against an opponent smart enough to have a fleet at a planet who's allegiance is dropping the entire benefit of this change would basically be "destroys static defense IF you can cause the planet to revolt"
And that's a very big IF, as there are abundant very efficient counters to allegiance loss.
That said even just destroying fortifications would likely be OP when it actually worked- in general an effect which is utterly unreliable but OP when it happens is generally very bad for game balance. What is needed is reliability not an even more powerful but unreliable all-or-nothing effect.
So again I'd much rather have more reliable allegiance loss then a hail-mary added benefit for the occasional time Deliverance engine actually does tip a planet. At present delivery engine's big problem is lack of dependability not the potency of the potential effect(the opponent losing the planet alone is already a large effect). it make no sense to resolve this issue by further buffing the potential effect.
What you describe is a very cool idea, but it simply isn't giving the deliverance engine what it really needs: more reliability.
Deliverance engine should by no means be a guaranteed planet flip, but it should IMO at least be reliable at
A). reducing the target planet's allegiance a bit(to cause some economic damage).
B ). Ensuring the Advent has enough culture in the targeted region to activate their in-culture combat benefits