Eh, that's what I meant. Everything goes boom and the planets become asteroids. Didn't mean to imply ships became asteroids, but didn't remember what happened to existing asteroids.
Personally, I like Terror Stars. I like having that option. I like how much power they have, and I like the fact that they also take a while to build, mobilize, and move. I'm just not sure that limits their power ENOUGH. I just don't think that there should really be situations where you're better off Terror Starring than you are actually fighting it out (whether you do it via conquest, influence, etc), and as it stands I see too much ability to use them.
I mean, who cares if they take 10 weeks to mobilize, and only move at one parsec a week, if you have fifteen of them roaming around, and you built them all up at the same time-and they're all only 2 or 3 months from your biggest opponent's systems? Of course, you still need to protect them, but that's not nearly as much of a concern as it maybe should be.
Handicapped, yeah. Handicapped enough, I'd disagree. Costly? How? It takes six constructors. Again, you have to protect it, but how is that different from, say, that resource base you can't afford to lose or A) your citizens stop being happy and you start losing money

your military power plummets and the AI can crush you C) your influence dips below 75% and you can't win that influence victory, etc?
I notice you didn't comment on my suggestion of one active per civ. What would you think of that?
As for blowing up two civs in a turn...I'm going to try that now.
And I love the screen when you blow yourself up, too. It's awesome.
Also, a thought occurred to me. So I tested it. Military starbase speed raising and reducing modules do not apply to Terror Stars; and neither do warp bubbles of any kind. So I guess I won't be reducing enemy Terror Stars to 0 speed in my territory any time soon...ah well.