I've found it a bit odd that while there are some hefty resource requirements and military drawbacks (ie, no weapons besides core crackers on carriers with core crackers) to the use of Core Cracker carriers and Obliterators, there's little in the way of political consequences for using them. This especially stuck out to me because Endless Space 2 is a game about the rise of an empire. You're not playing as an already established nation, you're playing as a newly created nation just starting to reach out to the stars, with relatively primitive tech when you first start out. Planet destroyers aren't simply unavailable to you at the start of the game, they just flat out do not exist (besides the odd potential Endless relic, I suppose). An empire gaining the ability to destroy planets should be like a space version of dropping the first nuclear bomb. It's a momentous occasion that completely and permanently changes the face of interstellar warfare, and it should come with significant social and political ramifications just as the Hiroshima bomb did.
With that in mind, I think destroying planet should have a few effects that come with it.
First and foremost is the effect of being the first one to destroy a planet. Being the first to use an Obliterator or Core Cracker causes a political event for every empire except Cravers (I'll get to them later). For the player who destroyed the planet, it causes a political crisis with significant negative effects on the empire. That player's advisors and people are mortified by the destruction; completely destroying a world and killing millions, if not billions of people, all in one terrible moment. The player can choose to do nothing about this political crisis, resulting in a large approval debuff and a very small FIDS malus on every system for a few turns. Alternatively, this player can order a temporary media blackout to control the spread of this terrible news, which will result in a much smaller approval debuff but a very significant influence and industry debuff for several turns. Either choice will also result in an increase to the Pacifist party, but will also see an approval bonus on all Militarist populations (the Militarists are horrified, but not as much as everyone else).
The empire whose planet was destroyed will get a very different event. A significant approval bonus will occurr as the empire's citizens become united like never before to avenge the terrible deed that ocurred. Additionally they will receive manpower and industry bonuses, as well as a science bonus and a reduction in the cost needed to build Core Cracker ships and specialize Behemoths into Obliterators. They will also receive a second, much smaller cost reduction towards Core Cracker ships (but not Obliterators). This second bonus, however, is permanent. The power of the Militarist and/or Industrialist political parties will also increase.
Any empires not related in this event will gain a small approval malus on their systems (say, -5 or so), but they will also gain bonuses to manpower and science, as well as a temporary cost reduction in Obliterator specializations and the construction of Core Cracker ships.
The one exception, as mentioned earlier, are the Cravers. They could still have the events when they are the first victim of a planet destroyer, or when unaffected by one and just a bystander, but their event when first destroying a planet is different. They simply don't care about the ethical or moral ramifications of destroying planets, and most of their people aren't aware enough to even understand them anyway, so they receive no debuff to approval. Instead, the bishops and queens are up in arms about destroying a perfectly good food source: like a starving man watching someone take a flamethrower to a perfectly good sandwich. Upkeep on Core Crackers and all Behemoths would increase significantly, and both manpower and food would suffer debuffs.
Ramifications wouldn't need to stop at the first planet destroyer firing, either. Each use of a planet-destroyer could result in Industrialists and Militarists losing power and Pacifists and Ecologists gaining power, while they would also apply a stacking approval debuff on the empire which would disappear after a few turns, but would nonetheless discourage using them too often. There is also a small but significant (20% or so) chance that destroying a planet will result in another political crisis, regardless of whether or not your empire was the first one to use a planet-destroyer, though this political crisis would not be nearly as bad as the one for empires who are the first to destroy a planet.
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