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And a spawner of agressive undead close to the city walls does the job perfectly; but voluntarily keeping the boneyard - when you already have enough power to liquidate it completely - breaks immersion. That's why my goal is to make such structures non-razeable - at least not on-explore razeable.
I even see more logic in this approach: of course one can ravage a camp in a shady ravine, but what can prevent new camp from appearing in that so very convenient place? As for a monster den or a necromancer circle or an old cursed cemetery - destroying them completely sounds even less realistic. Clear the site in order to have some peaceful time - but after some period other brigands gather in the forsaken hideout, and another predator finds shelter in the emptied cave, and another necromancer starts his dark ritual in the ancient ruins, and another pirate captain builds a base on a tiny island...
I just can't believe that it's impossible to achieve without shamanic dances with a drum, seeing the seemingly simple option 'destroy on explore --> false'. What can prevent an army from leaving the cleared hideout without destroying it? Some sort of unreachable script?
I think your initial approach was correct and it's weird that units can't move out after clearing the site. Could you share the .acp to check?
Necromantic Circle, etc. are in /dlc2 and /dlc3 folder, and not in /title folder.
'Weird' is the right word for this problem, it shouldn't be THAT hard and I still hope that there's a way to achieve my goal. But if it's actually THAT hard, maybe it'll be easier to increase the defence of such sites? Make every spawner be defended by T2-3 units and one T4, some kind of miniboss, m? That way a player will have to bear with troublemakers in the neiborhood until he's strong enough to eliminate them.
I'm mainly interested in your first option because it's something we might need at some point for balancing reason or for the Shadow Realm Community Expansion, and I'm curious to see if it's technically feasible.
And that kills another logical (in my opinion) thing that should be in the game from the beginning - a city-ruler simply must have regular troubles with pests on his fields and in his mines and with brigand occupants of trading posts and taverns. That way it's much merrier for the garrison of the city, they will always be busy maintaining the order at home while the main army is conquering new territories. The independant cities always ask for help with some ugly monster or wild animals or the undead invasion - it's simply unfair that a player's domain is always ok! Again, in my opinion. =)) So, I was hoping to make mines, farms and other resource sites spawn from time to time troups of medium difficulty, which are to stay just where they appeared - and thus make citizens have a 'structure occupied' problem. But alas, another disappointment.