Penalty From Destroying Colonies?

Is there a penalty (besides losing people and perhaps moral standing) for destroying a colony? I'm looking for other ways to cut dead weight off of a heavy empire! Thanks! LOL
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Reply #1 Top
Hi OronHaus,

I know what you mean. What I do is evacuate the colonists first (ussualy). Then Immediately after launch destroy the colony. Unfornunately this can sometimes CTD the game if you do a few planets in sucession.

I colonize poor quality planets in search for booty as a matter of course, so do this quite often. On occassion I admit I have lost a few million people (I feel guilty) but so far I haven't notice that affect the moral on other planets or the score (I really think it should - its a scandal!) . . . even my alignment seems unaltered?
Reply #2 Top
It should probably have at least some effect on morale, unless there are other colonies in the system (under the assumption that the colonists would be given a chance to use in-system transport to reach those).

Otherwise, it's abuseable. After getting very VERY few colonization events (1.05.71) even on a huge map, I systematically pumped out 1M-pop colony ships in systems with empty planets, destroying the colonies immediately, just to get enough events to move morale. I managed to swing to good (very time consuming; basically nothing except taking a 30% PQ hit seemed to move morality very much at all), eventually enough to get all the good techs except Galactic Pacifism, then all the way down to pure evil (seemingly far faster to do, if you get kill-the-worms events and so forth). If the Drengin hadn't figured out how doomed they were and surrendered (ending the game as a Military Conquest), I would have been able to snag all the evil techs as well.

(Another way would be to assign zero or one colonization events to each and every planet at galaxy creation time, then remembering to cancel the event once triggered. Although it might be interesting to allow the event to be asked once for each player who ever controls the system etc. -- e.g. the new owner must decide whether or not to keep sacrificing people to power the Precursor PQ-boosting device. If so, he takes a step towards evil if he hasn't already; if not, he looses the PQ bonus if the previous owner had been sacrificing. That'd require more bookkeeping and a fair bit of work to decide which events were 'recurring', and which could not be undone, e.g. you can't bring the worms back if somebody else killed them all already).
Reply #3 Top
Perhaps I will start using transports for this. I usually only do this when I realize my cash flow isn't where I want and the social improvements of a colony aren't bringing it into the black!
Reply #4 Top
Another way would be to assign zero or one colonization events to each and every planet at galaxy
End of quote


This looks like the way it will go. The game shouldn't be crashing when multiple colonies are destroyed but repeatedly establishing and then destroying colonies until you get a good PQ random event is a really cheesy tactic.
Reply #5 Top
Too bad you couldn't just scout "unhabitable" planets for extra goodies, relics & techs without settling on them..