Sometimes a player will want to get rid of a unit, perhaps because some type has been overproduced and is tying up valuable resources, or to prevent it from falling into enemy hands.
You can allow this by setting acp-to-disband
to 1 or more.
You can control the rate of disbanding with hp-per-disband
.
You may, for instance, want to allow the deliberate destruction
of large units, such as battleships, but you don't necessarily want
disbanding to be a convenient way of preventing their capture.
Setting hp-to-disband
so as to require several turns to
get rid of a unit will accomplish this.
The table supply-per-disband
will allow you to govern the
rate of recovery of the unit's supplies during the disbanding process.
It is also possible to make disbanding a way to recover materials
that were consumed in the construction of the unit, by using the
table recycleable-material
. Care should be taken that creation
and disbanding of units is not a convenient way to manufacture lots
of a material; players will use the loophole if it exists!
It should usually not be possible to disband something large like a city, otherwise a clever player might try to eliminate it as a strategic target, but most mobile units should be easily disbanded. This is especially helpful in an "construction spiral" game, where the winning player(s) can accumulate large numbers of useless units.