This is very easy to change and mod. In the XML file each building has a chance to survive a city take over. It ranges from 66% for courthouses I think to 0% for libraries. If you feel this needs balancing out its extremely easy to modify.
Yes but the best thing is that this is the creator who has to make this change, to be official, if i change only myself, it won't be very interesting.
Anyway, Which file to modify ?
What makes a Library a Library? The books. What good is the intact structure without the content that goves the structure meaning?
Yes but that's why my idea is good :
The library is empty = Culture income = 0.
The library is full = Culture income = max.
Turn after turn, the culture income grows back to the max number.
The building is important, you have the BUILDING in your city, the books are symbolized by the culture income.
If I were to capture a city, and fill up the courthouse with my harem, hot-springs, and banquet halls, would it be a courthouse, or a palace? Not that it matters, since this is irrelevant to the discussion at hand.
We imagine you don't do it.
You'll fill up the courthouse with the right things.
Law men ..
This is a bad way to argue for your change.
I was only defending against this "insult".
The other points made for your suggestion are all better than this one, which is rather counter-productive.
That's normal, this point was an answer to an insult, the rest is an answer to the topic.
If one is inattentive/careless/sloppy and allows his city to be captured
And what if he saw the invasion, but he can't do anything to prevent his ennemy from capturing his city ?
that is indeed bad playing
Not necessary, if there is a time limit game, the game can be too fast for the human. (he didn't have the time to see his city)
and game mechanics should not be changed around such instances.
Ok, it was maybe a bad exemple, but indepently the case, automatically building destroying is an abuse, and i think that my exemple was, finally, good, because it best illustrate how it can be crappy that you lose all your buildings even for a simple capture.
The Mongolians had one city left, and instead of leaving their troops there to defend as I expected, they hopped on a galley and hopped over to my nearest city. My reinforcements were one turn too late to reach the city and I lost the Library I had chopped the only trees for.
Normally, AI don't leave their last city to defend it ...
How do you defend a city outside of it ?
lol you should be IN the city to best defend it.
You chopped the only trees ...
Bad.
You chopped trees, the last ones, for a Library ?!!!!!
VERY BAD !
Library is not so useful ! You don't need to sacrifice worthwile rare last forests to make a horsehockey Library !
That only for culture? .... This is "bad playing".
Never do it again.
If you want to make a strong case, ignore this consideration.
This can be a good exemple for this topic.
It's not bad playing; it's taking a chance which doesn't pay off.
I was talking about a general case, not to chance, but more to inattention.
I think that all buildings should have a chance to be destroyed; say 20%, varying with civics.
I think it will be imbalanced.
I think choosing the buildings destroyed is better.
You can keep 60% of all buildings for exemple.
Those that are not destroyed continue producing culture for the old civ until the new one 'rebuilds' them by using production (perhaps not full price for the building, since it's already in place)
The culture would be produced for the old civ ?
NO !
When you take the city, the previous controller's culture mustn't grow anymore !
The solution I've given is better :
The culture production is reset to 0.
After X turns, it gives 1/3 culture.
After Y turns, it gives 2/3 culture.
After Z turns, it gives max culture for the building.
at which point they are reset to be culture buildings for the new civ.
The reset is too strange in your idea ...