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    • Where do we get an arsonist actor with appropriate animation and a burning building animation?  Same question regarding dismantling of siege engines. Which actor should we use to illustrate someone working on the siege engine?  Frankly, I'd rather park these for a moment and instead generate a new mod version that provides the reduced amoutn of recovered resources and the slightly slower destruction. QUESTION: if destruction is not instantaneous but a process taking a bit of time, how would we deal woth an attack onto that object during that time? Is it not attackable while being destructed, or, probably better, could an attacking enemy grab part of the resources of the destructed building ? (sounds complicated but is probably an interesting gameplay aspect)  
    • Sure, it'd be all contemplated, just takes more time.   That "while" would only make the "ugly simultaneous collapse of everything" happen a bit later . That's the main reason to require an arsonist. To reduce micro to just one extra action no matter the case, Set on Fire could work like this: select (all) building(s) and (all) arsonist(s), and just press the Set on Fire button/hotkey. This should make the arsonist(s) move to the closest building(s), garrison, "start the fire" and ungarrison (and automatically repeat the process until all buildings in that initial selection are set on fire). The only difference with Self-Destruct would then be the addition of arsonist(s) to the building selection to be destroyed. Self-Destruct for organic units is ok as it is now.
    • Moved prop_apron (the cloth) from tropaion_post.xml to tropaion.xml, which means that tropaion_post can be a small tropaion without a stone base. Also added a different bronze base to the post and gave the shields around the base more geometry, so they look less polygonal, as requested by @Thalatta tropaion_0.28.3.zip
    • For me, in SP games, I sometimes have to move the storehouse closer to the next forest and I'd like to remove older storehouses and gain a little bit back. Same for fishing boats that I build but fish have been depleted or I don't find any (on some maps). I do agree that the default of 50% of resources is a bit too much and I propose to reduce it to 30%. Frankly, I have not yet seen any scorched earth move by a human player, e.g. deleting a large group of his buildings, but it would be nothing new and already be possible now, I believe. The mod does not endorse that particularly, except that you get a bit back when deleting your stuff. I do agree, though, that deletion should not be an instantaneous process as it is currently, but might take while. I'll investigate how this could be implemented. Requesting a unit to be nearby or inside the to-be-destructed building might add a bit too much of micromanagement (in my personal view), so I'd prefer not to require that. For a siege engine, this might be a good idea , resembling the near-a-dock requirement for ships. let me see what is possible.  
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