Hey, I'm glad you got the notes. was thinking of writing you a settings and savegame wrapper for making things persist -- basically just so that you can test this stuff. none of my tweaks were ultimately good enough as available free housing is still the most significant factor in population growth, and my efforts at reducing the enemy strength can't fix the algo which will have soon enough have you 'fight tanks with sticks' again; a few log(reducers) may help, but a test-simulator and tuned formula for battle-strength may in fact be needed to make military more viable (without the player being under or overpowered at any time since combat is ultimately just a thing you want to have to manage until you can treat it as a cash sink in case you dont want to leave, right?)
the best revision to my notions may be to have controls on the card to let you set '3⇵ of 11⇵ [x] active' to encapsulate [de-]activation/building and salvaging (those last 2 would want/need keyboardable popups i guess) and a '[x] show' or '[ ] hide' element so one can zap the clutter -- this way you could open up the idea of having resource icons as 'filter-tabs' and include a filter for 'hidden' elements. perhaps filtering by 'tier' makes [more] sense, idk.
keep up the good-work; 'd love to see this become playable!