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    • Maybe @Alexandermb has some time, you might have to contact him via PM though so he gets an email or something.
    • Thanks! Very good - I'll take that on board.   Oops! Good point as well. Needs to be changed.  You are right, was just lazy and tried to keep it initially simple for me on a local repository. Will change that.
    • Good. Just give a name to the first percentage, it's salvageability, but maybe you can think of some other name. You could start with a 50% default for everything, to be fine-tuned later on if wanted (and food maybe could be ignored, because it's weird to salvage it).   Incredibly complicated! And why? Why shouldn't walls and towers give a refund? Their stone was among the most salvageable resource. You said it yourself how things should be already, at least for buildings: And that's it! You later used the word "elegantly", then do it so: simple, no steps, no caps, no gaps, no radius, no more parameters, emulating existing processes, or their reverse. There you basically proposed to use unit(s) to unbuild structures, to be rewarded what I quoted from you at the beginning. Maybe I'm missing something, but I don't get why you would need ANY extra rule. What I quoted from you produces a simple rule: salvaging is unbuilding. For units, I can't help but keep saying that you don't need any extra rule! You use the same rule as with buildings: just unproduce them. Why complicate the ship rule with a radius, if you could just click a Salvage button on the ship, and then click a Dock, and all should be automatic from there? The ship would travel to the Dock, garrison, and get salvaged. All the radius thing is not simpler, not needed, not realistic, and not intuitive because the unproduce rule imitates that of buildings. Same with siege engines. Besides, you state you can dismantle (some of) them in one's territory, when one is not able to construct them there in the first place, incurring a logic gap. I agree doing so should be part of the game (with those big engines being extremely slow in return), but that's not yet there. When it is, yes, dismantle them wherever they can be constructed, to keep following the simple unbuilding/unproduce rule, but in the meantime it would be incoherent: the disassembly being realistic, while the assembly isn't.     No. Scorched earth tactics should not be ultra-fast, that's exactly the point not to get the unsightly simultaneous collapse of everything (by the AI at least). What should be ultra-fast is deleting some building or unit that is bothering the player (I'm exaggerating with "ultra", it could take a very few seconds). The whole point is: you can use Self-Destruct, but you can't abuse it. The key is what I said: "only gets noticeable the more buildings at a time one wants to destroy". Thus, the best way to deal with all these and other issues at the same time seems to be modifying Self-Destruct the way I explained before (queue buildings, queue units in parallel if considered, and sequentially in each of both queues drain their HP at like 1000/s, etc), and all this has nothing to do with Salvage, there's no resource reward, because it's simpler and faster to execute.
    • Also if you could add tool tips. When on dark theme, it is had to tell which buttons you can click and not click (see photos). Could you have some other colors, pwease. Also, do you use github or gitlab or any of those type things? It might be easier for other people to update or something
    • I loaded some maps, and it worked. Can you make it so you can load mods for it, like if you are making a map for a mod that adds new structures. Because it was saying a certain civ name was undefined, but it was, just in a mod. Maybe you already added the setting, but I didn't see it
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