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  2. I do acknowledge that Petra might follow a strategy of scorched earth, but it does not win anything itself (destroying own buildings does not bring back any resources, I just learnt - it couls be a strategy in an emergency situtation where e.g. wood is missing to build new troops). I do see the advantage of not offering further advantage/buildings to the opponenet though (classical scorched earth). Shoudl we add that to the manual or the tips&tricks somewhere? As a bottom line, the benefit as an attacker is to either destroy enemy buildings yourself, thus getting a loot, or conquering them before taking over the CC then you benefit from additional buildings.
  3. Today
  4. Да, найти подобные подборки можно, но оценивать займ только по ставке до 0,8% в день неправильно. У разных МФО разные лимиты, сроки, требования к клиенту, ПСК, правила продления и платные услуги. Поэтому удобнее сравнивать сразу несколько предложений по основным параметрам, а не выбирать только по заявленной ставке. Важно учитывать и то, что финальная ставка и условия зависят от решения самой микрофинансовой организации. Для такого сравнения можно использовать материалы БАНК-НЕВА. В сообществе https://vk.ru/bankneyva публикуются подборки МФО с информацией по основным условиям, в том числе по ставкам, срокам, суммам и требованиям. Такой формат помогает быстро сравнить несколько предложений и подобрать подходящий вариант, не просматривая вручную большое количество сайтов. При этом проект не выдает займы и не влияет на решение МФО - оформление осуществляется напрямую у конкретного кредитора. Эксперт проекта Даниил Синицин изучает предложения микрофинансовых организаций, принципы скоринга, ставки и требования к заемщикам. При сравнении предложений важно смотреть не только на ставку до 0,8% в день, но и полную стоимость микрокредита, дату платежа и дополнительные услуги. Особенно внимательно следует читать правила предложений с нулевой ставкой: беспроцентные условия обычно сохраняются лишь при соблюдении требований МФО и своевременном погашении.
  5. I twould be nice though, like in reality, I could re-use a percentage of the material... but that might be too realistic.
  6. Ah, I see, but then it would be an issue of changing how Self-Destruct exactly works, given that in some situations (like this) it seems unsightly and overpowered, while it would still make sense in other situations (scorched earth). My first idea would be for it not to exist at all, while one being able to attack their own structures, or for things not to take time from troops, they could have the ability to set ones’ buildings on fire fast. Maybe a simplification of all this that changes the least possible could be for the button to exist but to have units very close by for it to work.
  7. That is Petra doing it, it's not inherent to the game. It makes the AI "stronger" but arguably "less fun" to play against. So if there is some consensus we could revert it.
  8. Yes, I agree, since surely these posts in Cyrillic are a first one. I'd maybe even go further and require mod approval for the first three posts, since I seem to remember someone posting something that made sense and then their second post was total spam.
  9. It also works when the building is finished, because 100% built means 0% of resources back, so that works as a general rule
  10. Exactly. In SP at least, all buildings being destroyed once the CC has been captured is oindee a pity
  11. Alright, but definitely not when the building is finished. Destroy after use will not brign back any resources? Too bad.
  12. @ThalattaIt's been suggested countless times that the first post needs to be approved by a mod; I support that, regardless of the alphabet. I've never seen an official statement regarding this, so I don't know why it's not done.
  13. Preparing to build bridges as well ? (could not resists)
  14. Few seconds ago, for the second time today, one of my posts was hidden until approval, bc I set a link to gitea.wildfiregames.com. Maybe this site can be put on the white list for obvious reasons.
  15. See the new PR #9157 (+ grammar correction of Catafalque name)
  16. From what I've seen, maybe posts written in Cyrillic should require mod approval.
  17. Well, I think those corrections are trivial and should take less than a minute, but I guess I have to start doing this at some point... Just to be sure: I have to create an user on git, apparently not directly linked to the one of this forum? (Thus people just use the same nicknames and profile pictures).
  18. This is not really the case, either. As I said: Meaning, the amount of resources you get back depends on how much has been actually built. That is, if 35% of the structure has been built, one gets 65% of resources back, and so on, or very close to it, given that I just checked fast for a few proportions.
  19. Luckily. @kheeva, killing all units when resigning would just look awful, in fact I think that's already the case for building total collapse when CC's are captured. If dirty players are abusing this somehow, maybe the diplomatic stance and AI behaviour of abandoned units could be forced into something less exploitable?
  20. When building Structures i.e. an House and this construction site gets destroyed before finishing the House, you'll get some ressources back. Case example: You have 300 Wood and start to build a House that costs 150 Wood. When you self-destroy the construction site, you'll have 285 Wood.
  21. It's indeed an old idea and declared as 'Won't fix': see #2632.
  22. Interesting. It makes me wonder about the possibility of future terraforming: instead of trees needing to be cut for that, if workers could modify terrain level, for ditches and other uses, which reminds me of Morrison's statement in his Greek and Roman Oared Warships: "Agrippa cut channels to the Lucrine Lake to produce a large and safe inland harbour".
  23. Here I will now share a modified map of "battle of the tiber" scenario. I call it "rome with crossing". Water depth is modified so that ships have more movement options. Especially in the swamp area. Altough there first the trees need to be cut. There is also a small foot-path to cross the tiber river in the middle of the map so that land units have a small path to cross the river. Altough not wide enough for rams etc. they still need to take the long way around the bridge. Hence the change of the name. In the beginning only merchants and fisher can pass, also when trees cleared all ships have passage there. Merchantman can travel almost up to Vai while military ships only half the way. There are also lot of treasures all over the map but also to give rome a boost in the start, because they start with no units unlike other parties having a small group of champs. The screenshot shows a arrow ship in the swamp surrounded with worker units. PS: This is the map with my water-fall messing up in topic "waterfalls" Rome-with-Crossing9.xml Rome-with-Crossing9.pmp
  24. Seems like a bug to me. And I wonder how many other mod options have this issue.
  25. Okey, I found the reason..... some time ago, I tested Mod Gui.... and disabled eye candy features. It seems this option is still active when mod is disabled. I need to activate autociv and Mod-Gui [0.28.18] to have the option back in the menu, and with enabling eye candy features the waterfalls are back again. ( Well I have not seen this setting left back in user.cfg) I did not have this in mind because I thought with disabling these mods I can eliminate this reason.
  26. @Sundiata trying to inbox you about an artwork of Amanirenas I'm looking for but my account may be too new
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