I think there should be a way to stop projects but at the same time get the resources already produced or get the resources used on the project minus a few grams here and there depending on the percentage of the project that is done. A project farming for potatoes when stopped would yield the amount of potatoes, depending on the percentage done and how much were being farmed, and the poject would be done. A project building a shovel, if not started being built, would yield all of the resources already put on it. But a shovel that has already started being built would yield depending on the percentage done a few less resources. A shovel that was just start would yield most of the resources. A shovel that was has about 50% done would yield half the resources. A shovel that has more than 50% done would yield less than half of the resources. A shovel that was started but stop would yield the resource but at the same time yields an incomplete shovel which at a later date can be completed (this could work like the idea of repairing tools that are damaged!) Buildings, as a project, would work the same way but would require more than one person to do it (like a dragging project!). Buildings that are already built would work as a project, and if tools like pick-axes and mallets are used it would make the project go quicker, and the more people working on the project the faster the project will go. After the project is complete, the event list would say the building was torn down. The building would also yield 20% of the stone or wood used to make it. So not to allow one individual to tear down all the buildings in Cantr just to be a jackass, this project would have to be long but would be shorten if tools are used and other character participation. This project would also show up on the project list so that people can see that this is happening. Wooden building could also be set on fire but would require a project to be started within the building and oil and wood would be needed to start the fire (maybe add flint in the game and then people can use flint and steel to start the fires!). If a wooden building is set on fire, other people would be able to put it out by using water. Tearing down projects that are stopped would, depending on what percentage, would still leave damage to a building. Anything under 20% would be scratches, anything over 20% but under 35% would be small holes, anything over 35% but under 45% would be big holes, anything over 45% but under 60% would say that half the building is destroyed, anything over 60% would say a collapsed building that a person cannot enter (later the damages could affect the protection from the elements that a person can receive for being in the building; this could also be used to determine damage done naturally to the building; and of course the building can be repaired) Tools, weapons, protection, machinery, etc... can be destroyed as well and would work as projects like buildings but would require far less time to do so. In order to destroy the tools, weapons, or protection it would need to be in the individual's inventory. For machinery or fixed objects, the individual would need to be in the same area. Like buildings it would show up as a project and would yields 20% of the resources originally used to make the thing. This could work with tools that are damaged or incomplete.
I think this would allow the ruling party (or any party for that matter) in given areas the power to stop people from producing tools, farming food, building building that they don't want to have occur. If an individuals or a smaller party or a party not in power does this without permission this would lead to conflict that the ruling party takes care of by using law enforcement or fights etc... I really think this could add an element to the game that would make it a lot more interesting. Plus it would get rid of a lot more projects and buildings, tools, weapons, etc... could be destroyed when they are not needed.
