**I. Business logic**
1. When an entity (unit or structure) is destroyed - either by damage or by the user hitting DELETE button - the destruction causes damage ("death damage") to nearby entities.
2. Death damage is configurable in the entity template.
3. Death damage configuration can be affected by upgrades (ApplyValueModificationsToEntity).
**Technical consideration**
1. Proposed structure in template (outside of Attack):
```
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_unit_mechanical_ship">
<Attack>
<Melee>
<Hack>10.0</Hack>
...
</Melee>
</Attack>
<DeathDamage>
<Shape>Circular</Shape>
<Range>30</Range>
<FriendlyFire>true</FriendlyFire>
<Hack>300.0</Hack>
<Pierce>300.0</Pierce>
<Crush>300.0</Crush>
</DeathDamage>
<Cost>
...
```
2. A new component `DeathDamage` is introduced to extract death damage logic from attack component.
3. Changing friendly-fire logic:
- introduce `GetPlayersToDamage()`
- introduce `GetNeutrals()` returning players by diplomacy status "IsNeutral"
- introduce `GetAllPlayers()` returning all players
- damage with friendly fire affects all players
- damage without friendly fire affects enemies only (player itself, allies, neutrals or gaia are not affected)
- above changes applies to any kind of splash damage (not just to death damage)