I had a few ideas on making super weapon's either enhanced overall, or just different based on faction. This could be base attributes or re searchable 8th tier enhancements. I will speculate based on the TEC how Advent and Vasari strategies will be.
I'm formatting this as the race enhancement if no factions were involved, followed by a faction based one.
TEC: Novalith Cannon
Currently does 3500 damage and causes bombardment radiation (40% population decrease, 100% trade income (uncolonizable if planet razed))
Upgrade: Would increase development cost and build time of all planetary infrastructure for planets recolonized. If planet survives blast increase credit cost and build time of all structures and ships for a set time.
TEC: Rebels
Upgrade: Would cause interference in radio transmissions around this planet for a time, causing ships to move slower and fleets to move very sloppily giving the attackers and advantage in hit and run.
TEC: Loyalists
Upgrade: Would cause ships and structures around the gravity well to have increased weapon cool down and decreased passive repair and AM regeneration to help the mainly defensive fleet when on the offense.
Advent: Deliverance Engine
Currently causes -3 culture rate for a planet for a maximum of -7 if two consecutive hits.
Upgrade: Planets, ships and structures are all demoralized, causing decreased planet productivity (outside of allegiance loss), slower ship speeds, increased cool downs and slower jump times, and lastly decreased income from trade ports / refineries.
Advent: Rebels
Upgrade: This would cause allied Ships in contact with deliverance engine culture to become frenzied causing lower weapon cool down, increased ship speed, and faster bombardment. This would also cause the effect of the culture to linger longer.
Advent: Loyalists
Upgrade: This would be similar to the Rebels but it would cause increased health, shields, AM and regeneration rates.
Vasari: Kostura Cannon
Currently disabled all structures for 3 minutes, and ships / SC for 15 seconds. 1275 damage - armor.
Upgrade: Would also have the effect of removing all antimatter from ships, cutting all shields in half and making mines malfunction to be visible for a time.
Vasari: Rebels
Upgrade: Would destabilize phase lanes causing an increase in phase jump charge up for all ships in the gravity well and slow reinforcements jumping to the gravity well. Would disrupt SC causing them to make poor passes or lower damage.
Vasari: Loyalists
Upgrade: Would magnetize all objects causing mines and SC to crash into friendly star bases and structures. Abilities disabled for all ships for 45 seconds after initial penalty of blast.
Thoughts and suggestions appreciated.