To continue my series of wildly naïve, misinformed or noobish requests and discussions, here comes a feature which, at this point, has been beaten to death on a couple of Civ V forums - and, remarkably, made an appearence on Civ VI: allowing air units, and other late-game ranged attackers like battleships and cruise missiles, to pillage ("bomb") tile improvements. Most discussions I've seen around the subject ended up with the idea being shot down, or ignored, due to one of two reasons - sometimes both: Lack of community interest. Balancing issues with the AI. In the context of Vox Populi, the second point draws more interest. Having the AI decide which tile improvements are worthy of being bombed (by implementing a balanced decision-making algorithm) could be as hard as interesting. Uranium mines would be extremely valuable, as would oil refineries... up until the point air units start to use up alluminium. While allowing for behind-the-enemy-lines pillaging sounds overpowered as hell, it would also give a bigger emphasis to air defense. Not all tiles would be "bombable", though. Fishing nets are the archetypical example, but some other improvements like farms could be spared as well. I didn't include "too hard to implement" because a quick look around the source code is enough to identify which methods should be altered. I did find those methods a few months ago, meaning I forgot most of it, but IIRC it boils down to Marking enemy tile improvements as selectable attack targets If there's a unit on said improvements, they are to absorb the damage. Toggling the "pillaged" flag on the bombed improvement after the bombing run or artillery barrage (which can be done without giving the attacker gold) Obviously, this system could be further developed to, say, replace the suggested 100% chance of pillaging - barring interception - by a probabilistic base value that can be increased through promotions (napalm for forest improvements, bunker busters for forts/citadels, thermobaric bombs for mines, etc). In my innocent opinion, this feature would open up a whole new level of complexity in warfare by allowing players (and ideally the AI) to wager strategic attacks on specific resources and improvements. Depriving the enemy of precious alluminium, uranium or oil, attacking mines to lower the war production of its cities, forts and citadels to facilitate friendly infantry advances, railways to hinder enemy movement and allow for more effective interdiction missions, or - in contrary to what was mentioned above - farms to starve its citizens... sounds cool as hell to me. Never mind my delusions of grandeur and warmongering fever-dreams; what's your opinion?