Decomisioning tech/manufacturing centres?

Is it possible to decomission a manufacturing or tech capital improvement? In my current game I took one of the acrean's planets, a class 7 that they managed to snag deep inside my territory. I find out they built their manufacturing capitol there and to boot it was on a tile with precurser mine for research!!!! I would sure like to use that bonus but I dont see any way of turfing that manufacturing capitol, of which I have two now, how does that work?
11,129 views 12 replies
Reply #1 Top
As far as I know their there for good, but I'm pretty sure you still get the boost from the capitals for the worlds there on.
Reply #2 Top
Yr stuck with them.

But that is good, its the only way to have 2+ tech capitals, manu capitals etc...
Reply #3 Top
Yes Im still getting the the manufacturing boost, I was hoping I could turn that place into my tech capitol.

I think this should be added to the XP, the ability to decommission man/tech capitols.

Oh well, thanks for the reply.

(Im still curious why on earth, or should I say Arcea! they built the manu capitol on a 700X research bonus tile, on a class 7 planet deep inside my territory??? Silly fools)
Reply #4 Top
(Im still curious why on earth, or should I say Arcea! they built the manu capitol on a 700X research bonus tile, on a class 7 planet deep inside my territory??? Silly fools)


The AI cannot beat u, so it trys to wind u up instead...  

Just a thought...it is mean't to be a very clever AI.  
Reply #5 Top
Im still curious why on earth, or should I say Arcea! they built the manu capitol on a 700X research bonus tile, on a class 7 planet deep inside my territory??? Silly fools


The AI is does not think so much about "What is this planet best for?" as it does "What do I need right now?". Obviously we want the AI to make the best use of any bonuses it comes across, but it's a very fine line to walk.

I think this should be added to the XP, the ability to decommission man/tech capitols.


There's no plan to change that, but if you want to do so yourself you can. Just go into the improvements XML file and remove all the 'indestructible' tags (this only applies to non-metaverse games, since you would be modding it).
Reply #6 Top
There's no plan to change that, but if you want to do so yourself you can. Just go into the improvements XML file and remove all the 'indestructible' tags (this only applies to non-metaverse games, since you would be modding it).



Please can Stardock think about changing this. Really do not like the indestructable buildings. It's not just a case of the AI building specials on bonus tiles. Many of the specials happen to be very crappy or only good for temporary use.

Perhaps a later update could make it so that if you destruct a special you can no longer build it in the future to stop certain specials being abbused.

Anyway... please think about changing this its really very annoying for us metaverse players.


Lenius.
Reply #7 Top
Lenius, you're right, especially on smaller universes. Medium is supposed to be where the AI is best, so I play that now. You often only get 3 (sometimes less, if you're Thalan) planets. You have to make your big decisions much faster.

We need to be able to destroy ANY building.
Reply #8 Top
Lenius, you're right, especially on smaller universes. Medium is supposed to be where the AI is best, so I play that now. You often only get 3 (sometimes less, if you're Thalan) planets. You have to make your big decisions much faster.

We need to be able to destroy ANY building.


Indeed, its kinda funny that you can move your Civilization Capital, but not any other capital (or other "indestructable" buildings, for that matter).
Reply #9 Top
Indeed, its kinda funny that you can move your Civilization Capital, but not any other capital (or other "indestructable" buildings, for that matter).



Not to hijack this thread, but I'm curious as to how you could move your Civ Capital. Let me know the details, please.
Reply #10 Top
Not to hijack this thread, but I'm curious as to how you could move your Civ Capital. Let me know the details, please.


I believe this is how you do it open up the planet and click on details(or the summary button) then hit set as homeworld. just remember if you dont want to have that 12 billion pop to go to 5 billion when you end your turn build a farm first on the current homeworld then change it.

The AI is bad at times on building on special tiles, it would be nice that indestructable buildings cannot be built on bonus tiles. Also remmeber only indestrucable buildings are safe from planatary quality reduction invasions from my knowledge.

Anyways while on the subject of capitols if a tech capitol was built on a 700 bonus to research, would I get any bonus or no bonus wich I suspect to prevent the person from becoming over powerful.

And finally If I have 1 factory on a 100 percen bonus tile then build a manufacturing capitol, Do I get a total of 300 percent manufacturing or do I 400 percent to manufacturing.

Reply #11 Top
HOnestly, I think the AI would be better off if in terms of capitals, it didn't build on bonus tiles under any circumstance....

If you're at the point where you're building a capital on a bonus tile, then you probably should just surrender.

Reply #12 Top
Anyways while on the subject of capitols if a tech capitol was built on a 700 bonus to research, would I get any bonus or no bonus wich I suspect to prevent the person from becoming over powerful.


No bonus.

Honestly, this should be changed. It can be a huge pain if you capture a capital on a crappy planet before you've build your own, since now you can't build one on your good planets. What do you do there? Sell the planet, build your own and re-invade? Works but it's rather cheesy. Spy on planets and make sure you don't take one with a capital? If it's before you've build your own capitals it's too soon for you to be a decent spying levels and on larger maps it takes far too long to inspect every planet you might invade even if you have a suitable number of planets. Just why is my empire so keen to make a low-pop planet taken from a failed race my capital of building/research/politics?

I suppose the reason for making them indestructible is to stop you moving them around to focus the bonus on different planets as you need them. That's fair enough, although you can get around that by selling the planet to a weak race, building a new capital and then invading your old planet (I never do this, but it's possible. For an ironic twist you can even build transports on that world to empty it just before selling and then use the planets own pop to easily invade the empty world), but why not allow captured ones to be destroyed? The game does keep track of which planets are captured (see details screen) so it should be possible to code it so that capitals build on your own worlds are the same as ever but those on captured worlds can be destroyed. This way you can't exploit capitals any more than you currently can, but you CAN get rid of capitals you capture in a less cheesy fashion.

Come to that, why allow multiple capitals at all? Another solution would be to only allow one capital per empire. Upon taking a planet with a capital you'd get a popup asking if you want to move you capital to this planet (destroys old one, or could replace it with a building, eg lab for tech capital, factory for manufactoring etc.) or destroy the captured one (again, could replace with a building of the same type). This could also help with situations where you capture a capital before you make your own as well, the popup could appear even if you don't currently have your own capital of that type. It would also stop players from collecting multiple capitals and allow you to get rid of capitals build in poor locations.