In op2:
So if you gave orders to blow up a residence full of unarmed people relaxing, then people would hate you as its entirely unneecisary
But if you kill their command center, tokmaks, all their vehicles and just leave them to rot as their food storage grows thin, in an airless and powerless residence in a half-destroyed wreck of a colony that is acceptable?
This morale drop is just a nuisance, and I'll kill the residences and things anyways since when I start something, I like to finish it. Plus I wanted that space for a new colony of mine.
Well, remember that there are two sources of morale changes in OP2: Conditions and Events.
Conditions are long term, for example, morale changes when there are no residences, or there is a food shortage, etc. These affect morale continuously.
Events are short term changes. For example, the death of a colonist, completed research, or a 'good' building being destroyed is short term. Within a few marks this will be 'forgotten' and their morale will start to go up again.
And remember, we're talking about morale drops for YOUR colony, not theirs.
Think of this: Do you react positively or negatively when you hear that someone blew up a (school / apartment building / hospital)?
Your colonists are unaffected by their conditions (of low food / power / etc).
This gave me a funny idea: A colony game where destroying residences and morale buildings adds to your morale, because your people are very cruel. The basic idea is you have to raid colonies to keep your morale up. Is a morale increase when a building is killed possible to code into a mission?
Probably. We understand how OP2 updates the morale (and where the code is that controls it). You could do a run time patch in your DLL.
A more 'permanent' patch would be to edit morale.txt (in sheets.vol) and change the value for ENEMY_GOOD_DIES to a positive value.