Thalatta Posted 43 minutes ago Share Posted 43 minutes ago 51 minutes ago, Grautvornix said: I would - personally like to have a little benefit, e.g. when destroying a storehouse I don't need anymore. That's adding rewards to something that's already too automatic My proposal for Salvage was the simple rule of just doing things "in reverse": On 18/08/2026 at 11:27 AM, Thalatta said: salvageable units should have a salvage button when garrisoned on the building that produced them (and take maybe the same as production time), while builders should be able to salvage structures (this working in reverse of building them). The return should be some fraction of the materials used in the first place (maybe except food). I mean, if you are already near the Dock/Arsenal, you might as well be inside it (it's not that a siege tower is literally inside an Arsenal, but surely when Demetrius' Helepolis was being disassembled by the Rhodians they set up some temporal depot right there, with people that actually knew what they were doing involved, represented by the "engineers" an Arsenal is supposed to have). Regarding the "fraction" mentioned for the salvageable resources: On 02/09/2026 at 7:52 PM, Thalatta said: assign every building a realistic "salvage rate", for example, 85% for temples, 15% for houses, or whatever values are best for gameplay. Independently, and personally, to avoid the ugly simultaneous collapse of everything, I'd require one nearby (or better, garrisoned) unit for Self-Destroy to work. I'd rename that then "Set on Fire" or something, it would work only on one's buildings (supposedly being done also from inside), and once triggered the building can be left alone and gets destroyed fast. No time invested in getting the resources back, then no resource reward, but useful for quickly clearing up stuff and scorched earth policy. Link to comment Share on other sites More sharing options...
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