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I've added fire immunity to the landmines and to the Unstable Automatons. It's probably the best solution to the automaton crashes without removing the unit entirely.
I've made all the automatons inanimate instead of stone beings. Should stop them turning into undead.
The Total Resource Harvester's swallow weapon now does 10 damage. Still not efficient at breaking gates, but it shouldn't softlock you by blocking other units from attacking the gate.
I've added a new ritual to the Teknokrat that builds a Kommand Faktory and another one that spawns a workshop, an outpost, and a couple of Gattaguns at a discounted price, to incentivise using him. I've also buffed him significantly as a combat unit. Might create a unique resource building for him at some point.
I've removed the damage on ash fields for the Total Resource Extractor, as the most efficient way to use them is to move around and destroy higher value tiles anyway. I've improved the metal yield for destroying villages significantly to encourage this.
I've taken your advice on the ploughs and made it so they no longer take damage in ash fields and have a 3 AP action that generates 5 metal.
For me the idea of the ploughs, more than a way to generate metal, was to have a reason to expand the ash fields and terraform the map. I've already added independent units that wander exclusively around ash fields, and I've made it now so Waste Faktories can only be built on ash fields. I'll probably add more functionality regarding ash fields in the future so that the player is rewarded for expanding the wastes rather than punished for not doing it.