Can't change conquered planet's Econ Capital

I just took over a altarian world that had an economic capital on it. I wanted to make it my research planet since it was waty in the back of my borders and didn't even have any useful trade routes to it for the economic capital. But when I try to highlight the econominc capital it won't give me the option to decommision it. So now I'm stuck with a useless econ capital that was left over from the altarians. how do i get rid of it???
4,337 views 8 replies
Reply #1 Top
All the capitals and wonders are like that. You can't decomission them, or upgrade them to, say, a research lab.
Reply #4 Top
How do you destroy the colony? That appeals to me somehow.


Reply #5 Top
I can't see myself ever wanting to decommission an econ capital.
Reply #6 Top
The option to destroy the colony is in the details screen. I haven't actually used it, but I heard it lowers the PQ.
Reply #7 Top
Seems to me you could break the game with this feature.

Step 1: Build whatever building you want multiple versions of on multiple planets.

Step 2: Build enough transports to carry most of the population off the planet.

Step 3: Go to war with something you don't like.

Step 4: Gift the planet to this person.

Step 5: Start building a new version of the building on one of the planets you still have.

Step 6: Use one of those transports to take back the planet, use normal warfare, minisoldiers, or some other sort of warfare that doesn't do the planet any permanent harm.

Step 7: Finish the building on the new planet at your leisure.

This should work for the econ, manufacturing, political, and technology capitols. It should also work for buildings such as the hyperion shrinker, hyperion logistics system etc. To go beyond two buildings though you would have to gift all the planets you own with that building, but that's a rather small issue, since you can gift them, start the new building, and retake the "gifts" on the same turn.

This would probably confuse the AI a little.
Reply #8 Top
As far as I know, that strategy breaks at step 5. If you've started building a special project, you can't start building it anywhere else, even if the project is now no longer under your control.

I'm a bit too lazy to test it though, so I suppose it might work.