I'm sure most of us would like to see Novians as a permanent feature. It would be of use to those wishing to upgrade plot structures, or even to move an entire plot's worth of structures. Sure, some would probably 'farm' Novians..I don't honestly see where this would be a problem. 'Farm' Novians to what end? To sell? I'll buy em if I need em and so would others.
The big question is 'how much to we recover?' This can be viewed from 2 angles, by resource or by structure. I think by resource is far better so this is where I'm going. I would add here that I have been involved in real world demolition/deconstruction in the past and I have a good idea what one can salvage, what cannot be salvaged and why, and how much, a rough percentage, of a given material is salvagable. Kwinnish logic will apply to essence (you've been warned) hehe :)
Wood construction materials are timbers and braces. Timbers would probably include studs, trusses, joists and frames. They could be attached by nails, dowels, glues and screws(these are unlikely). Nails are usually easily removed with a cats-paw nail remover or a pry bar. This process is very undamaging to the wood. However, there are stubborn nails and the wood can be split, splintered or otherwise rendered useless. Dowels can be driven out, drilled out and sometimes split and removed in pieces. Again, there are stubborn dowels causing the same results noted with nails. Adhesives(glues) usually are used in conjunction with other fasteners and are usually fairly easy to deal with. Overall success ratesalvaging wood materials of this type can easily reach 90% or more.
Braces are really just timbers constructed to provide support. Once the material needing support is removed the braces can easily be removed with little or no damage. Success rate salvaging braces could easily be 95%.
Metal construction materials are sheeting and jointing. We've all seen tin roofs. Those sheets of metal are attached with nails. The nails have collars below the heads made of lead or teflon. They serve a threefold purpose..cushion the blow of the hammer to prevent denting the sheet, water proofing and ease of removal. Metal sheets are also used to cap walls, and as flashing. In all cases metal sheeting is easily removed if a little care is used.However, inspite of any and all due caution metal sheets are easily bent or dented thereby reducing their usefulness. As we don't have to deal with oxidation in game, salvaging metal sheeting should run 75-80%.
Metal jointing serve much the same purpose as wood braces and are subject to the same considerations in salvaging. Metal joints should get a 85-90% salvage rate. This is a little less than the braces due to the fact that joints can still be bent or warped easier than one might think, and thus rendering them useless.
Stone materials are blocks and keystones. While I have not had any first-hand experience with keystones I do understand the principle of their use. Salvaging Keystones would, IMO, be easily in the 70-75% range, if not more.
Blocks are the same in game as in the real world. They are either laid dry, trusting to their weight to keep them in place, or they are laid with mortar, cementing them in place. Dry laid blocks are easy to salvage. Start removing from the top and work your way down. As long as you don't drop them too far or on something hard you should be able to salvage all of them. If they are laid with mortar there will be some loss. The mortar has to be removed with a hammer and chisel and sometimes, regardless of caution exercised, the block is going break. Thus far I have been referring to walls, non-plastered walls to be specific. Plastered walls are very difficult to salvage unless one can remove enough plaster to see the joints between the blocks.Silos appear to be plastered, as do a couple of other structures. Walkways and tiles can also be removed fairly easily. It's my guess these 'structures' for game purposes, are laid dry directly on the ground. As such, salvage rates would be high. Overall for blocks is hard to determine though. Dry laid vs mortar, plaster may be involved, salvage rates ranging from near 100% to as low as 10%. For game purposes I think a salvage rate of 60% is more than ample. Sure, non-plastered structure are going to see a lot of un-needed wastage but, silos are going to be much more salvagable. The other alternative is to do stone salvage ofn a structure by structure basis.
Cloth materials are bolts and tapestries. Tapestries, take them down, roll them up, and you have 100% salvage rate. If there are seveal sewed together snipping and removing the thread nets a salvage rate so close to 100% as to not be worth mentioning. Cloth bolts would follow the same guidelines. Therefore, cloth salvage should be at least 95%. Let's allow a little wastage here, weavers need some love too :)
Essence materials are sources and spheres. These must be the magical element of construction and it's here where Kwinnish Logic kicks in. Essence would probably be the 'tie that binds' all the other materials together. As such, wastage of essence materials, as with any other 'tei that binds' must be high. Most nails are unusable after they have been pulled. Gloues are completely destroyed, screw heads get stripped out, dowels get split, chipped or destroyed. Therefore, essence materails should have a salvage rate of 50% at best.
To recap...wood timbers 90%
wood braces 95%
metal sheeting 75-80%
metal jointing 85-90%
stone keystones 70-75%
stone blocks 60%
Cloth (all) 95%
essence (all) 50%
I know there will be those that will say one cannot apply real world experience to a fantasy game. I beg to differ. The real world influences everything about us, including our fantasy worlds. Futhermore, wood is wood, stone is stone, metal is metal be it real world or fantasy world. Certain aspects of real world experinces have a place in a fantasy world. This is one of those aspects.
Kwinn
P.S. Surgury went well, thanks for the well wishes :) I did piss off a cute nurse though. But that, as they say, is another story. :)