Historically, pretty much anything imaginable (AA, airports, ports, factories, forts) was redeployed and/or re-purposed by someone with varying degrees of efficiency and success, even across categories (like using obsolete naval artillery as coastal fortifications). If the devs tried to implement everything that was done once, they'll likely go completely batshit insane, which might delay the next patch.
So it's probably best to cut it down to the things that were common/easy and handle everything else with events. Bonus points if it all uses the same mechanics.
My suggestions:
- The easy one: Give each building type a max level to deploy from pool:
10 for Radar and AA, 1 or 2 for Airbases, Ports and possibly Land/Sea Forts, 0 for everything else
- The hard one: Give each building type a Deconstruction Efficiency (DE) and add new functions to the province screen:
"Deconstruct Installations" and "Destroy Installations".
These draw from the same IC pool as "Repair Province", but Deconstructing takes each IC-day invested, multiplies it with DE and distributes them among all active builds of that type in the production queue, while permanently reducing the level in the province by the same amount. If no build of that type is in the queue, the installation won't be touched. Destroy Installations is essentially the same, but buildings that can't be moved to the build queue are lost.
So it's probably best to cut it down to the things that were common/easy and handle everything else with events. Bonus points if it all uses the same mechanics.
My suggestions:
- The easy one: Give each building type a max level to deploy from pool:
10 for Radar and AA, 1 or 2 for Airbases, Ports and possibly Land/Sea Forts, 0 for everything else
- The hard one: Give each building type a Deconstruction Efficiency (DE) and add new functions to the province screen:
"Deconstruct Installations" and "Destroy Installations".
These draw from the same IC pool as "Repair Province", but Deconstructing takes each IC-day invested, multiplies it with DE and distributes them among all active builds of that type in the production queue, while permanently reducing the level in the province by the same amount. If no build of that type is in the queue, the installation won't be touched. Destroy Installations is essentially the same, but buildings that can't be moved to the build queue are lost.