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  1. https://gitea.wildfiregames.com/0ad/0ad/issues/7599#issuecomment-112460 Design discussion branched from here^ Some of my thoughts on the subject: Things I think will help overall: #7608 looks interesting. I'm thinking there could be another status bar below the capture bar for "Assimilation." There could be a "warm up" time called Assimilation where it takes a certain number of minutes for the usage of that captured building to become available. You've captured it, it's been denied to the enemy, and you've claimed its territory, but now you gotta wait a little while before you can actually use it. And similar to #7608, you can't delete it either unless you've Assimilated it. All of this wouldn't require any input from the player, so it's decently simple. As suggested by @real_tabasco_sauce Adding some toggle or option to choose default behavior for your units: Capture or Attack. If it's an in-game toggle, we could call it a "Policy," or else it can just be an Options menu item. I think in-game toggle is sexier, but Options menu item might be simpler (?). If an in-game toggle, you wouldn't have to swap in and out of the Options menu if you wanted to change the policy mid-game. I think (un-garrisoned) buildings should take longer to capture in general, and buildings easier to destroy with melee weapons. Maybe revisit the base capture points of different building types and the health/HP or armor values of various buildings. Just rebalance capturing vs. attacking. I don't think a fully-garrisoned building should be impossible to capture. We could revisit the GarrisonRegenRate values to prevent this. Higher base capture points, but lower GarrisonRegenRates seem desirable to me. My ideal game is still Attack by default, but if some solutions were implemented to make capturing better and attacking more viable, then I could live with Capture by default, especially if there was a toggle. If we make buildings more vulnerable to non-siege units, then we can compensate with a building health tech tree at the Civic Center: Craftsmen (common) -> Architects (common) -> Monumental Architecture (for "urban" civs). And if we make buildings less vulnerable to capturing (increased base capture points), we can add a couple capture techs to compensate: Military Cult (common; at the Temple) -> Plunderers (for "barbarian" civs; at the Temple), Siege Ladders (common; at the Fortress).
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