Thalatta Posted 1 hour ago Share Posted 1 hour 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...
Grautvornix Posted 43 minutes ago Share Posted 43 minutes ago 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. 1 Link to comment Share on other sites More sharing options...
Thalatta Posted 17 minutes ago Share Posted 17 minutes ago 1 minute ago, Grautvornix said: 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 Sure, it'd be all contemplated, just takes more time. 1 minute ago, Grautvornix said: deletion should not be an instantaneous process as it is currently, but might take while. Requesting a unit to be nearby or inside the to-be-destructed building might add a bit too much of micromanagement 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. Link to comment Share on other sites More sharing options...
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